Unreal Engine 5.1

I have been messing around in Unreal a bit here and there and find it pretty powerful for real time stuff but narrow use cases for my actual work. It’s not photoreal enough for some of the stuff I do but it’s damn close. I want to work up a music video in there eventually for instance. Music vids are not that particular on being photo real for instance. I did use it to render out a bunch of ears for a work project using metahumans though the other day and it turned out to be an excellent solution for that. Hence, narrow use cases for actual work.

That said, this new update is pretty exciting. Better foliage, reflections and GI, that’s all pretty exciting stuff. I could see pitching this to a studio that does installations for instance.

UE5 vs Vray | Can Real Time Results Match Vray Realistic Lighting and Reflections?

Digging a bit deeper into UE5 and I’ve gone down the rabbit hole of comparing Lumen versus Path Tracing, Versus Hardware Ray Tracing and other such nonsense. It’s a complicated issue and the trade-offs of real-time versus offline come into play here.

During my research, I found this interesting Vid from an ArchViz artist working on comparing V-Ray to UE5 which actually gets closer than I thought it could.

Unreal 5 animation study

I little animation I did to get familiar with the Sequencer in UE5, animating camera moves, focus pulls and lights. Pretty intuitive once you get into it. Just assets from the store with some wind animation tweaks. Custom LUT made in Resolve and applied in Unreal.

Unreal Engine 5, Texture Streaming Pool Over Budget message

Been running into the Texture Streaming Pool Over Budget error in UE5 this morning and found this blog post that fixed it in a jiffy. Check it out on stefanperales.com


For example, if you're still getting the texture streaming pool error, then you may need to increase the pool size.

To do this, open your /Config/DefaultEngine.ini file and look for a [/Script/Engine.RendererSettings] section. If it doesn't exist, create it. Then add the following:

r.TextureStreaming=True

r.Streaming.PoolSize=1000

Restart your editor after updating. The the value you pass to r.Streaming.PoolSize=1000 will vary depending on the needs of your project—it may even change during the lifetime of your project. The error will have given you an idea how much over the existing budget you are. For example, if you set it to 1000MB and the error says you're still 300MB over, you need to bump it up past 1300MB.


The file to edit is in your project folder FYI, not in the default application folder.

Unreal 5 still life doodle

Been doodling in Unreal 5 a bit and here is a quick little thing. I really need to get a better understanding of the cameras, post processing and sequencer….