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    Holygan black metal is usually due to incorrect setup of your metalic texture and/or missing reflection probes. Do you pack metalic information into channels or use a simple value?

    Btw if you all use real-world values for the directional light, such as say 125 000 lux, you won't be able to visualise Distance Fields because EVERYTHING becomes insanely overexposed despite manually tweaking the post process camera settings.

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      Originally posted by hdimit16 View Post
      Holygan black metal is usually due to incorrect setup of your metalic texture and/or missing reflection probes. Do you pack metalic information into channels or use a simple value?

      Btw if you all use real-world values for the directional light, such as say 125 000 lux, you won't be able to visualise Distance Fields because EVERYTHING becomes insanely overexposed despite manually tweaking the post process camera settings.
      Or too dark of an Albedo, which needs to be at least 180 sRGB. If it's too dark, it's not going to reflect that well regardless of the lighting.

      [In 4.24] Visualizing Global Distance Fields is hit or miss since the view seems to be holding on to information and not correctly switching. Changing between Default and Cinematic viewports resets it for me, but visualizing Mesh Distance Fields, which are generally more important, works correctly although it uses the game/viewport exposure instead of being fixed.


      Originally posted by Alessiana View Post
      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?
      That's just a max value for the slider, probably an oversight or a limitation of the editor where the input scale can't be changed per project setting. You can type in values over 150 though.
      Last edited by rosegoldslugs; 01-04-2020, 06:35 AM.
      Lighting Artist @ Rockstar Games
      ArtStation
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        51Daedalus, thank you for your Lighting Academy Session 2.1 and Session 2.2. I learn more about how to properly light a scene from your two sessions than years of watching other training videos. You mentioned at the end of the sessions that you and SaschaHenrichs were going to make the Remote Facility you used in the sessions available. Is there any way possible you could drop box the project so I could follow along from the beginning, with your tutorial? I can be reached at johnglendaleroberts@gmail.com

        Once again, it is so useful to have a lighting professional like yourself, show us how to light correctly with a project, that we can also follow along, step by step.
        Last edited by CrashA51; 01-11-2020, 01:35 PM.

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          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, hope to see the Lighting Academy covering this. A bit struggling to get the Volumetric Lightmap system working with animated characters.

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            Hi everyone! I have a strange situation. We work through git. I get project from another guy. There is the problem. I have only 1 direction light, set cascade shadows to 1, distancefield to 0 - but I still have shadows. Light react to rotation, toggles cast shadow and etc. It happens on the different levels. I don't understand in which direction start thinking to debug. Any idea? Thx in advance.

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