Hey welcome to this video today i want to show a little comparison between a v-ray render and an unreal engine 5 render that we've got here so this i i had these evermotion scenes lying around and i very very simply imported just basically used data smith to import .
The different elements so there's absolutely nothing fancy to uh to what i've done here used in 3ds max and just export the datasmith scene and i was trying to make sure i would uh leave a little bit of the differentiation between the elements to be able to sort out any issues uh .
Here like the parquet floor that i had to go back in and correct quite a bit so i'll show you that in a sec but in the meantime here i just wanted to have a little bit of a side-by-side uh view here of all this all the elements of the scene so let me turn the uh all the lights .
Back on uh some of these are active and some of these are not and i'll go back into the camera here and show these two side by side so they look really really similar i think i hope you'll agree with me we're very very much there obviously there's still a few .
Differences we're still working in real time let me get rid of the gizmo and i bring that render back on but we're very very very close especially considering the fact that this scene uh here on the right is probably running let's just have a check right now running on my 2080 ti here .
At hd sort of resolution my screen is that so that's running at a good 80 frames per second which is absolutely incredible so we're really pretty nearly there we'll notice that the subsurface scattering is not yet supported i believe but everything else is so so so easy to set up .
So apart from the data smith uh i did have to go into the floor material and and and go in there and sort of rebuild it a little bit from scratch but i'll show you um briefly obviously if you if you're completely new to unreal you may want a click below and watch my .
Workshop where it's 90 minutes where i take you through the basics of how to set up a a scene in and you can you can watch that but here uh you know there's there's really nothing kind of completely overly complicated and even for the normal map i actually used this black and white .
Image which is originally from the uh from the 3ds max scene so it's incredibly easy to set up i played a little bit with the roughness uh with this sort of fairly standard but not that complicated either with a minimum value and a maximum value into a lerp node and here using that same image .
Again as the contrast here we'll observe however that again this was done by the by the professional hands of people at evermotion if we go into the one element of that parquet floor that they did unwrap the uh the uvs properly so that this image would be mapped .
Accordingly to uh in on the floor so so here with a little bit of tweaking we got back a really really decent kind of flaw and i love how it looks sort of lived in and um and so so so realistic uh yes so we'll we'll we'll have to do a little bit more work here on on the curtains .
And things like that but uh here it's pretty incredible how uh everything kind of gets rendered i'm even sort of looking at the background here uh where the um the light is being distributed absolutely perfectly so i've got quite a few more scenes to share with you they're kind of you know just a show and tell it's .
Really exciting to to be able to play around with this and and to communicate my findings to you and uh you know what i love about any new features that epic comes up with is that whenever there's a new feature that means less for us to do which is just great .
There's less less of the pain you know less of the tedious stuff a lot more of the fun stuff which is here like the lighting so this is again just uh just just showing around here uh seeing how we get this very very realistic result so i've actually got uh another video .
That will um that will talk about the lighting setup with my friend pascal and i look forward to sharing that with you uh i'd like to again sort of see uh see what your opinion is with with regards to the uh realism compared to a v-ray image here and again it's not that easy to keep .
Them both side-by-side i should have pre-rendered one i guess but here we're very getting very very close to a complete realism of photo realism from a um a real time unreal scene running in this case 80 frames per second with a pre-rendered image an offline render which .
Depending on your machine could take could take quite a number of minutes or hours so thank you very much for attention and i look forward to seeing you in the next videos please let me know what your thoughts are are we nearly there are we there yet does the real time match the offline uh let me know in the comments .
And i look forward to seeing you very soon