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Unreal 4 Lighting Academy....or something like that ;)

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    First of all - my respect for anyone who worked on DICE Star Wars visuals. For me, it is like - there is nowhere to go to be better looking game as that. And second - just personal curiousity. I loved, and I still respect, first "Yager" game. So, you say - that was Unreal technology too, even back then? Just curious. I am in big love with Sci-Fi Aerial Combat games (and there are not a lot of them, but right now it is shifting). Thanks!

    Comment


      Originally posted by wickerman123 View Post
      Daedalus51 Can you snap the lightmap UVs to pixel grid in UE4 or do you have to do that externally? Also where did you hear that Lightmass was getting reworked? That's an exciting rumour, a progressive lightmapper would be awesome.
      Might it be this he is thinking of:
      https://docs.unrealengine.com/latest...gationVolumes/

      Comment


        Did they add the feature you were talking about in the 4.19 preview they showed?

        Comment


          Unreal will snap the uvs to the pixel grid for the top and left sides but the right and bottoms are left to chance as far as my tests have gone. You will have to snap the other sides in your 3d package of choice unfortunately.
          Dustin Tinkler

          https://www.artstation.com/dustomatic

          Comment


            Originally posted by Thunder_Owl View Post
            First of all - my respect for anyone who worked on DICE Star Wars visuals. For me, it is like - there is nowhere to go to be better looking game as that. And second - just personal curiousity. I loved, and I still respect, first "Yager" game. So, you say - that was Unreal technology too, even back then? Just curious. I am in big love with Sci-Fi Aerial Combat games (and there are not a lot of them, but right now it is shifting). Thanks!
            thank you so much man! The first yager game, yager, was actually build with their own "yager" engine^^ later, the studio switched to Unreal for Spec Ops: The Line

            Kurt Iam not talking about LPVs Iam talking about raytracer progressive lightmapping inside the viewport

            Cheers,
            Daedalus

            PS: new lighting academy episode will be out in a few hours!
            Check out UNREAL 4 Lighting Academy
            https://forums.unrealengine.com/show...ng-like-that-)

            Comment


              Originally posted by Daedalus51 View Post

              thank you so much man! The first yager game, yager, was actually build with their own "yager" engine^^ later, the studio switched to Unreal for Spec Ops: The Line

              Kurt Iam not talking about LPVs Iam talking about raytracer progressive lightmapping inside the viewport

              Cheers,
              Daedalus

              PS: new lighting academy episode will be out in a few hours!
              Few hours!!! OMG!!! YYEEEAAAAHHHH!!!!

              Comment


                Originally posted by Tural View Post

                Few hours!!! OMG!!! YYEEEAAAAHHHH!!!!
                ARGH...I was too eager! Video rendering ****ed up over the night and now I am at work for the rest of the day. So I will have to render again tonight T_T
                Check out UNREAL 4 Lighting Academy
                https://forums.unrealengine.com/show...ng-like-that-)

                Comment


                  Originally posted by Daedalus51 View Post

                  ARGH...I was too eager! Video rendering ****ed up over the night and now I am at work for the rest of the day. So I will have to render again tonight T_T
                  Still can't wait So I think I can ask a question then

                  You said that all Assassins Creed games using prob lighting when you explained how it will work in UE4. So after that I began to play AC Origins and look for lighting. So what I see, AMAZING light bouncing on walls and etc and maaan, this looks just beautiful. Can't stop myself to stay in one point and watch how light interacts with objects, at least 10 minute every time when I play AC origins. But, question is, if UE4 is going to use same technics, and it will not require lightmap for baking(but still will be static), does this mean, this can evolve to dynamic prob lighting system with GI? Because what I understand, AC Origins, even Watch Dogs 2 is using same technics. Or may be all of Ubisoft's open world games. Because, I can see light bouncing on everywhere in their games

                  Comment


                    Originally posted by Tural View Post

                    Still can't wait So I think I can ask a question then

                    You said that all Assassins Creed games using prob lighting when you explained how it will work in UE4. So after that I began to play AC Origins and look for lighting. So what I see, AMAZING light bouncing on walls and etc and maaan, this looks just beautiful. Can't stop myself to stay in one point and watch how light interacts with objects, at least 10 minute every time when I play AC origins. But, question is, if UE4 is going to use same technics, and it will not require lightmap for baking(but still will be static), does this mean, this can evolve to dynamic prob lighting system with GI? Because what I understand, AC Origins, even Watch Dogs 2 is using same technics. Or may be all of Ubisoft's open world games. Because, I can see light bouncing on everywhere in their games
                    Well....I mean I cant talk for Unreal...so I don't know if this will ever evolve into anything more! Also, it's not as simple. I actually think AC: Origins looks pretty bad and I can see almost no color bleeding. Having the right indirect color vs. actually having precise color bouncing/bleeding is quite a huge difference and the AC games don't have a high enough probe rez to really have nice color bouncing. At least from what I know. A big exception was AC Unity...that had the most advanced tech....but it ran like **** which is why all AC games that came after Unity actually don't look as good as Unity, but they run better though

                    Also, to have a time of day, Ubisoft bake several stages during the day and then interpolates between them, which causes MASSIVE datasets and gigabytes of probe lighting data. Another reason for these types of games being so incredibly big, filesize-wise.

                    The Division has one of the most advanced versions atm...at least from what I know, but their tech is also far away from flawless and their setup needs tons of manual work. But you can do stuff like that if you throw 800 people on it

                    Cheers!
                    Check out UNREAL 4 Lighting Academy
                    https://forums.unrealengine.com/show...ng-like-that-)

                    Comment


                      Originally posted by Daedalus51 View Post

                      Well....I mean I cant talk for Unreal...so I don't know if this will ever evolve into anything more! Also, it's not as simple. I actually think AC: Origins looks pretty bad and I can see almost no color bleeding. Having the right indirect color vs. actually having precise color bouncing/bleeding is quite a huge difference and the AC games don't have a high enough probe rez to really have nice color bouncing. At least from what I know. A big exception was AC Unity...that had the most advanced tech....but it ran like **** which is why all AC games that came after Unity actually don't look as good as Unity, but they run better though

                      Also, to have a time of day, Ubisoft bake several stages during the day and then interpolates between them, which causes MASSIVE datasets and gigabytes of probe lighting data. Another reason for these types of games being so incredibly big, filesize-wise.

                      The Division has one of the most advanced versions atm...at least from what I know, but their tech is also far away from flawless and their setup needs tons of manual work. But you can do stuff like that if you throw 800 people on it

                      Cheers!
                      Oh, wow. That is why I am not a light artist at DICE, but still I happy that I can enjoy that lighting and can't see most of the problems. About Unity yeah. I agree with you. Unity has superb Iighting. Even without day and night cycle, AC unity's baked GI was too demanding. Can't imagine what that would be if, it was not baked. Anyway. Thank you for taking time and answering. You are awesome

                      Comment


                        Daedalus51 I tried following your advice on snapping lightmap UVs to pixel grid, however I've run into an issue where after baking, the lightmap UVs shift causing half-pixel splits. Someone else made a thread about this issue and included screenshots, however no-one has answered with a solution: https://forums.unrealengine.com/deve...ing-after-bake

                        Is this an issue you've ever run into?

                        Comment


                          Originally posted by wickerman123 View Post
                          Daedalus51 I tried following your advice on snapping lightmap UVs to pixel grid, however I've run into an issue where after baking, the lightmap UVs shift causing half-pixel splits. Someone else made a thread about this issue and included screenshots, however no-one has answered with a solution: https://forums.unrealengine.com/deve...ing-after-bake

                          Is this an issue you've ever run into?
                          This is an old old old topic Take a look at this. https://www.reddit.com/r/UE4Devs/com...out_lightmaps/

                          And short answer is this https://imgur.com/MtyIWpt

                          Comment


                            Alright guys....its out!



                            Enjoy!
                            Check out UNREAL 4 Lighting Academy
                            https://forums.unrealengine.com/show...ng-like-that-)

                            Comment


                              Originally posted by Tural View Post

                              This is an old old old topic Take a look at this. https://www.reddit.com/r/UE4Devs/com...out_lightmaps/

                              And short answer is this https://imgur.com/MtyIWpt
                              I appreciate the tip however it's still not perfect. I'm getting better results in some cases but still getting shifting and dark patches where there shouldn't be. All the UVs in this view are snapped to a grid of 1/62 and each UV shell has 2 grid points between them.

                              Lighting quality was set to high, lightmass settings attached.

                              Any ideas?
                              Last edited by wickerman123; 02-13-2018, 08:02 AM.

                              Comment


                                Def worth a pledge! I do have a question. Do you have a book list on technical aspects like lights, color etc that is worth getting?

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