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    Hello51 Daedalus. I watched Your Unreal 4 Lighting Academy - Session 3.1. in 1.23.37 time, You turn on exposure bias in Post process volume. I have UE4 4.21.1 version and I have not this. Could You write me how to turn on this option please?

    Regards Slawek

    Comment


      Originally posted by czcibor View Post
      Hello51 Daedalus. I watched Your Unreal 4 Lighting Academy - Session 3.1. in 1.23.37 time, You turn on exposure bias in Post process volume. I have UE4 4.21.1 version and I have not this. Could You write me how to turn on this option please?

      Regards Slawek
      Hi czcibor, I think the equivalent of the exposure bias has now been moved to a knob named Exposure Compensation in the Exposure category of the PP Volume, It seems to work the same way as before when the auto exposure histogram is on.

      Hope it helps,
      Cheers, S

      Comment


        Hey Daedalus. I'm curious if you are planning to do payed tutorials?(like gumroad course) I know you are doing unedited videos, so its kinda hard to gather and revisit valuable info from so many long videos + UE is constantly improving so things are changing. I'm just saying i would be more than happy to buy a course with all details you are providing but in a more structured updated and shorter way.
        Regards, Ivan

        Comment


          hey guys,,

          my lights change whenever i press play, any idea why??

          Comment


            Originally posted by Daedalus51 View Post
            Alight...its here!



            Cheers!
            Hello Daedalus, and before anything, thanks for your work and sharing it with us.

            I have a question related to this tutorial. I'm doing me demoreel (6 months already) and I cannot light it properly, I changed everything for doing it as this video, but the metallic stuff seems to be broken. Im working in the 4.20 btw.


            I've migrated everything succesfully to 4.21 but persist the pitch black on Metallics. But the lighting overall has being improved way a lot.

            If anyone wants to take a look just tell me and I will share it here.

            Thanks to everyone in advance.
            Last edited by Holygan; 03-02-2019, 03:54 PM. Reason: updated

            Comment


              Originally posted by Marty-TDK View Post
              hey guys,,

              my lights change whenever i press play, any idea why??
              Your lights aren't changing, just your camera exposure. You can set your exposure in your post process settings or in your camera settings, make sure you have "use game settings" checked in your view settings to see the changes. The viewport may have different exposure settings than the in-game result.

              Comment


                Hey Daedalus. Thanks for these tutorials. Lots of good info here.

                All your videos (at least what I've watched so far) focus on the lightmapped aspect of environment lighting. I've seen no mention of lighting methods for dynamic objects (characters), either the deprecated LVP or the new Volumetric Lightmap system. I've been evaluating lighting solutions (Lightmass, Enlighten, and VXGI) for our company's next project and Lightmass is definitely coming up short in the dynamic object lighting department. Geometry with real world wall thickness causes light leaking even with the volume density set to 20x the default density.

                Do you have any wisdom to share when it comes to dynamic object lighting? I've got a project I can share with you if you'd like to take a look and dive in a bit deeper.
                Last edited by UndeadMatt; 03-27-2019, 07:47 PM.

                Comment


                  Originally posted by UndeadMatt View Post
                  Hey Daedalus. Thanks for these tutorials. Lots of good info here.

                  All your videos (at least what I've watched so far) focus on the lightmapped aspect of environment lighting. I've seen no mention of lighting methods for dynamic objects (characters), either the deprecated LVP or the new Volumetric Lightmap system. I've been evaluating lighting solutions (Lightmass, Enlighten, and VXGI) for our company's next project and Lightmass is definitely coming up short in the dynamic object lighting department. Geometry with real world wall thickness causes light leaking even with the volume density set to 20x the default density.

                  Do you have any wisdom to share when it comes to dynamic object lighting? I've got a project I can share with you if you'd like to take a look and dive in a bit deeper.
                  Yes i encounter this as well.



                  It seems impossible for me to have dynamic and static objects together in the same level.
                  The discrepancy between them is unavoidable, the only thing that work is to put Volumetric lightmap detail cell size to something crazy like 10.

                  Any tips? Thank you

                  Comment


                    Daedalus51
                    Hi, Daedalus.
                    I've been watching all of your lighting academy videos. the idea was really helpful, but there's still some case I feel hard to deal with.
                    1.Physical unit night
                    2.Physical unit golden hour(this is important because I was always trying to set time of day to the golden hour).
                    3.Physically accurate day-night cycle(not important at all but that's my dream)

                    Comment


                      Originally posted by UndeadMatt View Post
                      Hey Daedalus. Thanks for these tutorials. Lots of good info here.

                      All your videos (at least what I've watched so far) focus on the lightmapped aspect of environment lighting. I've seen no mention of lighting methods for dynamic objects (characters), either the deprecated LVP or the new Volumetric Lightmap system. I've been evaluating lighting solutions (Lightmass, Enlighten, and VXGI) for our company's next project and Lightmass is definitely coming up short in the dynamic object lighting department. Geometry with real world wall thickness causes light leaking even with the volume density set to 20x the default density.

                      Do you have any wisdom to share when it comes to dynamic object lighting? I've got a project I can share with you if you'd like to take a look and dive in a bit deeper.
                      How are your lightmaps being created?
                      Artstation

                      Comment


                        Daedalus51
                        its been so long since we've had a video, come back we miss you

                        Comment


                          Daedalus51 Can we please get another tutorial, maybe including stuff on Raytracing in the next video

                          Comment


                            Originally posted by StrangeLove13 View Post
                            Daedalus51
                            its been so long since we've had a video, come back we miss you
                            Bump Bump Bump Come back we miss you bro

                            Comment


                              So much miss your tutorials.Will you ever come back?

                              Comment


                                Hi all,
                                Why on 4.21 the max value you can set in a Directional Light was 125.000 lux and now in 4.22 is only 150 lux?
                                Why they change this?

                                Comment

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