Maximum-Dev:
{Constructive feedback
I’m not sure if rendering engineers will happen to read this thread sometime in the future but in case they do, as you might be aware of, physially based lighting isn’t about Sun only, but it’s also about ambient light. With directional light being physically based, best we can do is to make surfaces that are under direct light look more close to reality. But there are parts of the game world where environments are covered in shadows. You can’t make skylight physically based because all it does is capturing the sky and projecting it everywhere, that includes anywhere it shouldn’t be projecting the sky light as well. i.e interiors, forest grounds, caves etc. which makes it impossible to achieve true physically based lighting, as you’re aware. You don’t want to work on a dynamic G.I solution and we’ve accepted that as an unchangeable fact. But Image Based Lighting is the perfect solution between flat skylight and dynamic G.I. It allows every different environment and even every interior to have their own unique ambient lighting. The type of ambient lighting that actually corresponds to the environment around it. Please consider letting the artists make better looking environments in UE4 by bringing IBL to the table. It’s a rather small feature compared to majority of features you’re releasing with every engine update.
End constructive feedback}
Man, I dont want to drag you down, but IBL support for local captures has been explicitly removed from the engine. It was there before and it was called “DiffuseFromCapture”.
It is fairly easy to hack it back in though if you know a tiny little bit about coding and copy pasting
Sorry buddy!