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

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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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.

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  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


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

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  • replied
    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

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

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

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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)

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:

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