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Architectural Viz in CryEngine 2


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Recently started using this game engine for rendering of my works. It is only real-time rendering solution but allows you to make renderings of arbitrary size (limited only by disk size and common sense :) ).

Rendering looks something like this:

example1

example2

Animations are rendered fast enough:

was recorded with 6-15 fps on Acer Aspire 5530, so 6 minutes video (960x600 px) took about 7-10 minutes to render.

P.S. well, it's not Vray-quality rendering it has some drawbacks, but is a lot faster.

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How accessible is this engine to the Arch Viz community? Do you need to acquire a "Visualization" License and are there tutorials available to get the average non-game maker started? I'm surprised you are using the engine to make renderings and animation (which are very cool by the way) instead of using the platform for more of a real-time interactive presentation (Navigable by the client). I'll be keeping an eye on this one. Thanks for the post!

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I'm not very good at legal and stuff, but all you need is "Crysis" game and SDK with level editor (witch is available for free).

http://doc.crymod.com/ - online documentation site.

http://www.crymod.com/ - modding community.

I'm using this engine cause it's 100% real-time : no baking, you can move things around and no lighting recalculation needed, it's quick to setup scene, put trees, objects etc. Well it does not have publishing possibilities, yet... its not officially stated, but 3rd version of the engine will have, as well as free version (same as UDK or Unity).

So for now it's just like a MOD for the game...

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Well I'm impressed, well done.

 

What is the work flow.

can you give a break down.

Did you have model in a certain way,

 

How long did the whole project take, is it a realsitic pipeline for arch viz work for lets say a week for a set of visuals and animation?

 

Looks promising.

 

And the next version Of Cryengine will allow publishing ?

 

phil

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What is the work flow.

can you give a break down.

Did you have model in a certain way,

When I started this project i had to do all buildings by hand, so it took a while.

Plus I had to learn a few things, ideas.

 

For now i have developed a maxsctript which converts models from ArchiCAD to CryEngine format, applies predefined materials, removes unnecessary polygons, makes LODs, collision geometry etc. So conversion process takes about 5-15 minutes depending on model complexity. For one building its about 30min to setup model in engine. Everything else is done in editor. Pipeline is still not optimized, since this is first serious animation i've done...

 

As for publishing, I'm not sure.. All I know is that 3rd version has a player to playback content, so technicaly I dont see a problem in making web-player and exe-publishing. For exemple Quest3d's exe files are some kind of sfx-archives with scripted commands and player inside.

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  • 3 months later...

Hey Vlad,

 

You got really fantastic workflow. It's going to make a lot of people's life much easier. Are you going to make the scripty public?

 

Cheers,

 

Chang

 

When I started this project i had to do all buildings by hand, so it took a while.

Plus I had to learn a few things, ideas.

 

For now i have developed a maxsctript which converts models from ArchiCAD to CryEngine format, applies predefined materials, removes unnecessary polygons, makes LODs, collision geometry etc. So conversion process takes about 5-15 minutes depending on model complexity. For one building its about 30min to setup model in engine. Everything else is done in editor. Pipeline is still not optimized, since this is first serious animation i've done...

 

As for publishing, I'm not sure.. All I know is that 3rd version has a player to playback content, so technicaly I dont see a problem in making web-player and exe-publishing. For exemple Quest3d's exe files are some kind of sfx-archives with scripted commands and player inside.

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  • 1 month later...

Hey, Chang!

I'm a little surprised someone is still interested :) Well right now project has an ingame time of day control, also I've implemented street/interior lightning that gets activated/deactivated. Using some Crymod tutorials I've managed to get particles to work as real-time lights, now there can be hundred of real-time lights sources (versus 7-8 by default). Implemented xml building system which can load entities at runtime, meaning you can deploy buildings or any other complex objects at runtime (ingame). By the way I'm no longer using prefab loading method, it's too slow :)

Managed to implement a randomized weather system (sun, wind, clouds, rain with lightnings, snow and fog), all can be tweaked.

This all is made using lua scripting, so you can just drug'n'drop this entities in editor and get them working...

But like I sad interest is pretty low, probably because of CryEngine's licensing, don't know...

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  • 1 month later...

Hi, thanks for your comments, guys!

 

Have you even done such projects on "interior" visualization? e.g. visualizing the interior rooms with light effects?

No, I don't do interiors in my daily work, so didn't tried interior viz for now...

 

I would like to try it. I downloaded the Unreal engine but haven't had much time to work on it. I would really like to give a go at it for ArchViz.

Unreal is a great engine, but working with it takes a lot of time and efforts, like with any other engine. Well, wish you good luck with it!

 

p.s. What do you mean "lack shadows"?

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  • 2 months later...

Hi Vladimir,

 

I'm building a similar project in CryEngine 2 for my University Thesis.

 

Was wondering if you had any discussion, code, addons or information to share?

 

I like the test drive - I currently have a lot of those functions in my mod via flowgraph but I would love to know how you did the browser, whether its all actionscript based or whether there was any source code editing involved.

 

Thanks

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Hi Kane, glad you like a current progress on my Architectural Mod. By the way for those who have not seen my ArchMOD:video

 

 

There is a post on Crymod with mod description:

http://crymod.com/thread.php?threadid=65643&hilight=archmod

 

In short this will be a visualization system similar to Lumion3d or Twinmotion2 but based on CryEngine.

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