>> Hi guys, my name's Flo.
I'm Technical Account Manager here in Munich.
Probably most of you guys know me already.
So why am I here on stage?
Because I was told I'm pretty recognizable.
So now you know me, and also,
I'm here to talk about the images
that Dominic just mentioned.
So first we have to do some little groundwork.
In order to make your graphics card work with the whole system,
you have to create some registry entries
because otherwise your graphics driver will run into a timeout.
So, you create those two reg keys
and put in a delay of like 60,
which enables the driver to wait until the frame is finished.
So, what you're seeing here is an exterior shot done
by one of our technical artists, Marion.
It's fully ray traced 8K rendering,
it's only using a ray traced Skylight for the lighting.
We are having reflections and under clearcoat bounce.
So, the GI in the reflection is bouncing under the clearcoat
and we have full ray traced translucency in that one.
You can see those images
because the quality is not like super great in PowerPoint.
You can see them outside at least in 4K.
Something that's really special about this shot is,
the geometry we used for this one is from Quixel.
So, as you can see,
there's a lot of detail in the environment.
It gives you a lot of nice lighting
and a lot of good shades. Another interesting part is,
the environment is actually derived
from a little site that's called HDRI Haven
and they give you 16K HDRs for free.
What we did here is there's a projection
mapping on this 3D geometry on the building itself.
So, this was created by us to perfectly match
and get some nice shapes in there.
Something that's also really important
is certain console variables we used to make this run.
We turned off all the denoisers,
like the reflection denoiser,
the GI denoiser, and stuff like that.
We used, the second command
is to enable the under clearcoat bounces
and just to see what's happening.
So, we turned off all the stuff
and this is a glimpse into the next,
into future version of the Unreal Engine.
It allows you to accumulate different renders
and that's how the how the motion blur is actually done.
So, we can see here, it's built into the Sequencer.
Right now, you still have to start it with a console command
as it's a Dev branch. But as you can see,
so what we're doing is you create a sequence
with some frames before the frame
you want to render and some after,
and then you're rendering, in this case,
I think it was 256 images without denoising,
without all of that stuff.
And then afterwards Sequencer's combining the image
and you get your final image.
Here you go with the motion blur.
So, this is directly from the Unreal Engine.
The next image I'm going to talk about is this one.
This is also done directly in the Unreal Engine.
It's using GI, ray traced reflections, Skylight.
And actually, there are 14 different lights in there
to get the desired look.
Just a little, to show what kind of key lights are in there.
So, there are some Directional Lights to get the shapes.
We have a Directional Light, here is another one, and so on.
We have some Point Lights to get the red lighting on the door
and we use some Area Lights; Ray Traced Area Lights
to get nice shadows and nice little details.
There are actually four of those in the whole scene.
Here, you can see another one from the other side.
We have different Spotlights in there
to highlight certain key elements like on the door.
And this is the most important thing.
This Ray Traced Skylight
which delivers just amazing results out of the box.
We have some different console variables
that are also used here.
So again, we have the denoisers that can be turned off.
We have something, so we turned off the texture
streaming for this 8K to get really high and great textures.
And the last one that's really important
is the Global Illumination Diffuse Threshold,
which allows you to render the GI also for really dark parts.
As I said before,
this is something that will come in the future,
but you can actually do this right now already
with a little Blueprint set up.
So, the first Blueprint, basically what it does,
it's just you're rendering the amount of times
you want to render your image.
Those are basically saved back to your hard drive.
You re-import those, you go into,
we created another Blueprint.
You get those images into this Blueprint.
What this Blueprint does is basically it writes
all of these images additive into one render target.
This looks like this,
so it's way too bright in the end.
What do you then do is you take this one
and write this into another render target,
which is also using a Post-Processing Material,
which basically just divides the pixel value of every pixel
by the number of images that you rendered before.
And in the end, you get your final image.
And with that, I give the stage back to Doug.