Aktionen

27.11.2023 - Session 01: Unterschied zwischen den Versionen

Aus exmediawiki

Shuree (Diskussion | Beiträge)
Die Seite wurde neu angelegt: „-We discussed who is interested in what aspects of UE -Basic intro, the difference between UE 4 and 5, the difference between UE and Blender or other software…“
 
Shuree (Diskussion | Beiträge)
UE4 vs. UE5
Zeile 1: Zeile 1:
-We discussed who is interested in what aspects of UE
Welcome to the first session of Engine Club. In this club, we will concentrate on Unreal Engine 5.


-Basic intro, the difference between UE 4 and 5, the difference between UE and Blender or other software
<br>
'''UE4 vs. UE5: Key Differences'''


-Lumen: https://www.youtube.com/watch?v=Dc1PPYl2uxA
* '''Graphics & Rendering:''' UE5 introduces Nanite for high-detail assets without LODs and Lumen for real-time global illumination, replacing the need for baked lighting. UE4 relies on pre-baked Lightmass and Reflection Captures for lighting and reflections.
* '''Lighting & Reflections:''' UE4 uses baked lighting and Screen Space Reflections (SSR), requiring re-baking for changes. UE5’s Lumen enables real-time lighting and reflections without precomputed data, though it’s more performance-intensive.
* '''Performance & Optimization:''' UE5 is built for next-gen hardware, with Virtual Shadow Maps and World Partition for seamless open worlds. UE4 is more backward-compatible and optimized for older systems.
* '''Workflow Enhancements:''' UE5 improves animation with Control Rig & Full-Body IK, integrates Quixel Megascans, and introduces MetaSounds for advanced audio.
* '''Compatibility:''' UE5 supports UE4 projects, but lighting and reflection setups may need adjustments.
<br>
'''What is Lumen and Nanite?'''


-Quixel Bridge and Megascan Archive: https://quixel.com/megascans
* '''Lumen:''' A real-time global illumination system that dynamically adjusts lighting and reflections without needing baked lightmaps or reflection captures. This allows for more realistic lighting that reacts instantly to scene changes.
 
* '''Nanite:''' A virtualized geometry system that enables film-quality assets with billions of polygons while maintaining performance. It automatically handles LODs (Level of Detail), removing the need for manual optimization.
-Optional Group Project where each can have their Level/map to create something within. Later, use this as a reference/Archive of past UE Experiments or blueprints, etc.

Version vom 19. Februar 2025, 12:46 Uhr

Welcome to the first session of Engine Club. In this club, we will concentrate on Unreal Engine 5.


UE4 vs. UE5: Key Differences

  • Graphics & Rendering: UE5 introduces Nanite for high-detail assets without LODs and Lumen for real-time global illumination, replacing the need for baked lighting. UE4 relies on pre-baked Lightmass and Reflection Captures for lighting and reflections.
  • Lighting & Reflections: UE4 uses baked lighting and Screen Space Reflections (SSR), requiring re-baking for changes. UE5’s Lumen enables real-time lighting and reflections without precomputed data, though it’s more performance-intensive.
  • Performance & Optimization: UE5 is built for next-gen hardware, with Virtual Shadow Maps and World Partition for seamless open worlds. UE4 is more backward-compatible and optimized for older systems.
  • Workflow Enhancements: UE5 improves animation with Control Rig & Full-Body IK, integrates Quixel Megascans, and introduces MetaSounds for advanced audio.
  • Compatibility: UE5 supports UE4 projects, but lighting and reflection setups may need adjustments.


What is Lumen and Nanite?

  • Lumen: A real-time global illumination system that dynamically adjusts lighting and reflections without needing baked lightmaps or reflection captures. This allows for more realistic lighting that reacts instantly to scene changes.
  • Nanite: A virtualized geometry system that enables film-quality assets with billions of polygons while maintaining performance. It automatically handles LODs (Level of Detail), removing the need for manual optimization.