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by Arwill
149 days ago
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The problem is the way surface lighting/scattering is calculated, which does not match what traditional offline renders do. My issue with UE is the opposite, the engine went too far into cinema production, and making it a performant game engine requires code refactoring. At which point an open-source engine might be a better choice. Its a mix of two (three) worlds, and not the best choice for one specific use. For what is actually hard to do, like character animation, UE is a good choice. The lighting can be replaced more easily than the animation system. |
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