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Unity, Cry, or Unreal for external rendering?

Posted By eternityblue 7 Years Ago
Rated 5 stars based on 1 vote.
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Unity, Cry, or Unreal for external rendering?

18.18% - 2 votes
Unity
18.18% 2 votes
0% - 0 votes
CryEngine
0% 0 votes
36.36% - 4 votes
Unreal
36.36% 4 votes
45.45% - 5 votes
Other
45.45% 5 votes
Member Votes: 11, Guest Votes: 0. You don't have permission to vote within this poll.
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urbanlamb
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Posted 7 Years Ago
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eternityblue (10/21/2018)
Ok, well after some soul searching before I invested much time into Unreal, I have decided to go with Blender and Eevee, which I'm already comfortable modeling in, the node system etc already makes some sense to me, and my volumetric tests today were good. They fixed some issue recently with dynamic painting and now my oceans are rendering fast and accurately in Eevee too, so even at alpha 2 I can use it for some things I can't do in iClone. I need to figure out importing and adding sss to iClone characters, but otherwise I think I am good to go. Blender makes the most sense in the long run. 


Its very crashy still so what you need to do is well do all the work except the shaders in blender 2.79 set up cycles in 2.79 and then save and open in 2.8.    My last tries to actually do more then that resulted in a crash after a few keystrokes since its still in alpha its not really usable yet.     But you can use the render abilities although I wouldnt push that yet.. its simply not stable enough yet but its getting there.    





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danielswright2311_182877
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Posted 7 Years Ago
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Blender is a really good choice, I love blender myself for creating worlds. 

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animagic
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I saw a tutorial on EEVEE in Blender 2.8 (alpha), and it looks really good. The guy was a master in working with shader nodes, which was very instructive, but would require a lot of learning if that's new to you.



So maybe. Blender is at least a 3D application, which is somewhat familiar terrain.

EDIT: Moved this from the other thread on rendering...


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

3d guy1
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Ill have to check the newer FBX plugins, and Alembic.     In the past these could be " gotchas."    I thought it partly
had to do with the Blender Foundation licensing,  VS commercial apps licensing.  Of course some big commercial companies
may not be too thrilled with the Blender approach in general,  and wouldn't necessarily help with formats.   Just a guess.
eternityblue
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I haven't tried Alembic in Eevee yet, it worked fine for me in 2.79 but I never used it much because Cycles is slow. I don't think you can import into Eevee yet, but I do believe you can save a 2.79 project with your assets and open in 2.8, I will have to try that. And Blender can handle any assets pretty much, so importing obj or fbx from, say, Daz, works fine. You need to deal with materials but as long as you are up for that, it isn't hard. Node wrangler and the principled shader make it easy to get pbr workflow going. 

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My system: i7 3770 Gtx1060 6GB




3d guy1
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 Blender and Eevee,

sounds good.   keep us updated.

 I need to figure out importing

How are tests with FBX, and Alembic, working?    I found Pro formats never could be relied on with a blender pipeline.

I would be more interested in blender if you could buy Quality Pro level assets for it.   But blend swap always strikes me as a yard sale.



eternityblue
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Ok, well after some soul searching before I invested much time into Unreal, I have decided to go with Blender and Eevee, which I'm already comfortable modeling in, the node system etc already makes some sense to me, and my volumetric tests today were good. They fixed some issue recently with dynamic painting and now my oceans are rendering fast and accurately in Eevee too, so even at alpha 2 I can use it for some things I can't do in iClone. I need to figure out importing and adding sss to iClone characters, but otherwise I think I am good to go. Blender makes the most sense in the long run. 

~~~~~~~~~~~~~~~~~~


My system: i7 3770 Gtx1060 6GB




danielswright2311_182877
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15 years ago I asked the same question, but for creating games not rendering animations.

After years of learning I now create my own games through coding I have found it much better to render with my own engine using my own framed per second renderer. Easy to code. 

I say this because I was in the same boat as you not satisfied with any body else engines. 

But If I had to choose? 

I would choose unity as its drag and drop and easy to bring in your own models. 




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VirtualMedia
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mtakerkart (10/19/2018)
Oh! I forgot to mention that texturing in UDk is like this . This is the Torso Crunch material. I can understand that when you understand the nodal
process it could be easy but clearly not fast.....

https://forum.reallusion.com/uploads/images/d4b8dc74-3c53-4ffe-af5d-6bab.jpg

That was enough for me to reconsider alternative rendering, the render difference was negligible, In some way I liked IC better.

Animagic said it perfectly' I think you have to be careful not to become paralyzed as you may get into a situation where you don't create anything at all.' Analysis paralysis has taken so much time, creating content is beginning to loosing appeal.

RL filled the creative - 'not overly technical nitch'  If only we could get decent IRAY renders down to less than 60 seconds a frame.. that would be a game changer!





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TonyDPrime
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Every time someone refers to the amazing visuals of Blender Eevee and Unity, I just laugh and think of this:



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