The technical breakdown of what you've done is amazingly detailed and generous of you and your time, knowledge, effort and wisdom.
I owe you!
Hey appreciate the acknowledgement and glad if my breakdown can help people.
The idea is for people to get inspired and make cool stuff that in return inspired me to make better things and jump start this virtuous circle
Thanks for the interest.
Currently it's just an empty scene with nothing interactive so I'm not sure releasing the realtime version of this scene is a good idea.
I might change my mind in the future when I got time, but I'm currently busy working on another Unreal 4 mini project
Thanks for the interest.
Currently it's just an empty scene with nothing interactive so I'm not sure releasing the realtime version of this scene is a good idea.
I might change my mind in the future when I got time, but I'm currently busy working on another Unreal 4 mini project
@Daerst Glad that you found the breakdown useful.
Great work, The breakdown was kind but the images are too small to realy help. Anychance you could just strip out the main scene assets and just provide a basic empty scene with your sun lighting/HDR and world light settings etc all left at what they were for the scene, also the camera within the scene would be helpfull and all blueprints including the focal tricks. Basicly just empty scene with sun setup/camera/post pro etc. That would be super handy. Cheers KB
@KingBadger3D Thanks for the compliment.
The light ratio is only proper for my particular setup only, you can still use it if you want.
I specify this in the breakdown: Directional light 768 and lightmass Environment scale 96 ...
Also don't forget that FOG will also require to use the HDR value to match
Multiply the value of your fog in the color picker (in my case I set mine to be value 32 and 20)
My Skybox emissive multiplier is 35.
If you were to follow that number by the text and have light bulb on your scene, you'll be setting it's lumens down to value of single digits. Hence why I wrote the extensive information about unreal HDR Lighting system numbering in the breakdown to suite people needs in their lighting.
As for the camera breakdown, the image I post is 100% image size, I didn't resize it.
My original camera BP it's a lot more confusing as I put many test instructions, not to mentioned the final result is imperfect hence why I didn't release it. I hope people re-create it in order to understand it then improve upon it.
Tbh, the system is effective when the user understood how it works fundamentally.
There's a classic saying Give a man a fish; you have fed him for today.
Teach a man to fish; and you have fed him for a lifetime, hence the extensive breakdown
I sincerely apologize if the breakdown is confusing and not helping
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