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Unreal Engine 5 Metahuman New Lighting Demo

Lunatic_Gamer

Gold Member
unreal-engine-5-metahuman-creator.jpg


With the recent Unity acquisition of Ziva, Epic’s Unreal Engine 5 (UE5) continues to shine with its MetaHuman creator demo. A recent update adds new lighting modes into the mix giving your creations some new visual splendour. Take a look at our Unreal Engine 5 Metahuman new lighting demo video. UE5 will eventually become the defacto tool for developers not using their own game engines or alternatives such as Unity. These models and the lighting that comes with the package will feature in future video games on consoles and PC. We would like to see this type of quality model in VR titles as well.




 

CamHostage

Member
Seems like this is a bit of a misleading video... this isn't new UE technology. It's new lighting choices inside the MetaHuman creator tool, so you can test a creation under different lighting circumstances, but your game project is going to do what it'll do once you get your MetaHuman back fully processed. Like, I'm not sure you could plug your own custom celshader system into the MetaHuman creator and see what the MetaHuman would look like inside your actual game world. (Probably you'd make a stock avatar of your character without going through the full rigging process, then import it into your game, test it, then use the parameters you like to build the full MetaHuman, correct?)

I don't know, I don't think this looks better than the Matrix thing.

The Matrix thing used a number of Metahumans.
 
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RoadHazard

Gold Member
Seems like this is a bit of a misleading video... this isn't new UE technology. It's new lighting choices inside the MetaHuman creator tool, so you can test a creation under different lighting circumstances, but your game project is going to do what it'll do once you get your MetaHuman back fully processed. Like, I'm not sure you could plug your own custom celshader system into the MetaHuman creator and see what the MetaHuman would look like inside your actual game world. (Probably you'd make a stock avatar of your character without going through the full rigging process, then import it into your game, test it, then use the parameters you like to build the full MetaHuman, correct?)



The Matrix thing used a number of Metahumans.

I know, but this is showcasing some new lighting or something? And I think the lighting in the Matrix demo is more realistic.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Unity acquisition of Ziva
Wait what?
When was this announced?
I do hope Unity Technologies doesnt gimp or make Ziva start working with only certain companies.
I know people are anti Epic because tencent owns a non-controlling amount of them.
But Epics last few major acquisitions have basically been made free to use for the community pretty much right after purchase.
I was really hoping Zivas tech was going to go towards Epic.
It probably wont really affect Hellblade 2 or Project Mara, but im sure whatever Ninja Theory was working on after was planning on utilizing Zivas tech.
Not impressed, Metahuman is unusable in anything for now, and it doesn't look that good for pre-render...
Wait what?
Its not usable?....you can literally export metahumans pre-rigged directly into Maya or even into Unreal if you please.
Heck their rigs and UV are so good already its actually an incredible cheat code for character artists to get their model at a running state in a much faster time.

And why would you be comparing realtime renders to pre-render, metahumans if exported as is are really meant for real time.
 

Sosokrates

Report me if I continue to console war
I mean chracter models look better in certain light, but the skin shaders daylight still look really unrealistic on the matrix demo.
 

Notabueno

Banned
Wait what?
When was this announced?
I do hope Unity Technologies doesnt gimp or make Ziva start working with only certain companies.
I know people are anti Epic because tencent owns a non-controlling amount of them.
But Epics last few major acquisitions have basically been made free to use for the community pretty much right after purchase.
I was really hoping Zivas tech was going to go towards Epic.
It probably wont really affect Hellblade 2 or Project Mara, but im sure whatever Ninja Theory was working on after was planning on utilizing Zivas tech.

Wait what?
Its not usable?....you can literally export metahumans pre-rigged directly into Maya or even into Unreal if you please.
Heck their rigs and UV are so good already its actually an incredible cheat code for character artists to get their model at a running state in a much faster time.

And why would you be comparing realtime renders to pre-render, metahumans if exported as is are really meant for real time.

They're unusable in a real-time application (just try to put a crowd of metahuman even with lods and simplygon in UE5), as for pre-rendering it depends on your level of expectation, it's a step above DAZ which has always been unpractical and ugly AF, I'll give you that, but when you deal with Ads, Architecture, Urbanism, Museum etc...project, they won't do against photogrammed models.
 
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CamHostage

Member
I know, but this is showcasing some new lighting or something? And I think the lighting in the Matrix demo is more realistic.

Nope, it's confusing, but this is not showcasing some new lighting. This is just new ways to use general lighting systems in the MetaHuman creator. (Basically what happened is that Unreal reached out to a professional filmmaker and had him rig some very specific lighting pre-sets that mimic common cinematic lighting approaches. If you would like to know more, you can read the UE blog entry on this subject.)

It's not even necessarily tied to UE5's Lumen, since MetaHuman can build for the previous version of Unreal Engine. (So, that's another reason why this is misleading, as the CramGaming article posted is off-base about MetaHuman being a "Unreal Engine 5 Metahuman new lighting demo video".) These MetaHuman lighting pre-sets are available in the development tools for UE 4.26 & 4.27.

(I didn't watch the whole video, but it looks like they have on the lighting system "Epic (Ray Traced)", which I believe would not be UE5 Lumen. Not sure if there is a Lumen toggle in MetaHuman Creator yet?)

xHUPfHg.jpg


...It basically has nothing to do with what you, as a gamer, will play on your console. This is pretty much strictly for developers.

And as far as the Matrix demo, The Matrix Awakened is made by developers using the technology we're talking about, plus more technology made for the game (and UE5 as the running engine.) It looks better to you because it's got more to it, and because it's done.

So, if you're interested in the ingredients and process, then sure, take a look at this stuff and learn how your games are made. However, this stuff isn't for people who mainly interested in what is awesome that you can see and play for yourself on your home console/PC, or people who are looking for demos of the next-big-thing that will be playable for you eventually. This here is not UE5 cool-shit tech for us gamers.
 
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RaySoft

Member
Tools are only getting better and easier to use, saving devs precious time focusing on other aspects of their games. Where are all the people crying that developing for the next gen would require larger teams and more $ now?
This gives me reminiscence of the SCUM/iMUSE days...
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
They're unusable in a real-time application (just try to put a crowd of metahuman even with lods and simplygon in UE5), as for pre-rendering it depends on your level of expectation, it's a step above DAZ which has always been unpractical and ugly AF, I'll give you that, but when you deal with Ads, Architecture, Urbanism, Museum etc...project, they won't do against photogrammed models.

What did you export your Metahuman to before putting it into your Unreal Engine scene.
Cuz Meta -> Maya + Zbrush + Bridge -> Unreal Engine is totally usable in realtime

How exactly are they NOT usable cuz weve seen them running in realtime before, people have been using them as base for creations basically since they launched.

Hell the Matrix Demo used Metahumans so we already have a proof of concept running in realtime on our consoles right now.
If that isnt proof that they are usable.....I dont know what more you need to see?
 

RaySoft

Member
What did you export your Metahuman to before putting it into your Unreal Engine scene.
Cuz Meta -> Maya + Zbrush + Bridge -> Unreal Engine is totally usable in realtime

How exactly are they NOT usable cuz weve seen them running in realtime before, people have been using them as base for creations basically since they launched.

Hell the Matrix Demo used Metahumans so we already have a proof of concept running in realtime on our consoles right now.
If that isnt proof that they are usable.....I dont know what more you need to see?
Yeah.. that model in the video is def. usable in-game without problems. It's wasn't even that high detailed imo.
 
Only thing cool from UE5 with an interesting art style so far has been Hellblade II…TLOU2 looked amazing and these are on par with thst minus the animations.
 

Notabueno

Banned
What did you export your Metahuman to before putting it into your Unreal Engine scene.
Cuz Meta -> Maya + Zbrush + Bridge -> Unreal Engine is totally usable in realtime

How exactly are they NOT usable cuz weve seen them running in realtime before, people have been using them as base for creations basically since they launched.

Hell the Matrix Demo used Metahumans so we already have a proof of concept running in realtime on our consoles right now.
If that isnt proof that they are usable.....I dont know what more you need to see?

Because there's huge difference between "working" and "viable", you're talking about demos and experiments, I'm talking about a shippable product or experience. In fact in the Matrix demos have you looked at how bad the NPCs look from afar or upclose?
 

IbizaPocholo

NeoGAFs Kent Brockman


The creation of digital life was one fraught with complication and bogged down by huge budgets. But thanks to the MetaHuman Creator, artists can create photorealistic digital humans in a matter of minutes and for free. Welcome to the final video in our 3-part series, where we will explore how the Unreal Engine 5 ecosystem will blur the lines between indie and AAA development. In our first two videos, we established how UE5 empowers developers to build unprecedentedly detailed worlds filled with next-generation lighting. This video, we dive into how MetaHuman Creator democratizes cutting edge digital humans for all developers.
 
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