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Help with poor lighting quality issue

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    Help with poor lighting quality issue

    Hello, I am fairly new to Unreal Engine. I am importing a house using Datasmith and cannot figure how how to fix the poor lighting quality around the house. As far as I can tell, the UV maps used are good. I have tried several variations on adjusting the light quality and just can't figure it out. If I move close to the house, the lighting adjusts. And then if I play the scene again, then the lighting seems to be better on the right-hand side. Is this a "render distance" type of thing? All of the meshes and the directional light are set to Static in the screenshots. All of the lightmap resolution values are between 128 and 256. Any help or advice at all is greatly appreciated. I am willing to post values and anything else. I'm at a a loss with this.
    playing the scene right after the lighting is built better on right hand side, after moving close to the house and then playing the scene again

    #2
    well this is a pretty general question so it would need a book to answer it in full. But I can give you a few tips:
    • (only) set your sun light to stationary and scroll down in the properties to "Cascaded Shadow Distance". Set the "Dynamic shadow Distance" to a value other than 0. You can't set it over 20000 = 200 meters. A good value would probably be below 2000. This will keep performance up and still gives you high res shadows close by. Play with the other values if you want.
    • The moire effect of the wood planks happens because you either modeled the planks or your textures that you use for it are not a power of 2 (512, 1024, 2048...). I usually use textures and normal/AO maps to create a wooden wall like that, or the roof tiles for that matter. You can bake them off your model in 3ds max or with substance.
    • Create a "Lightmass importance volume" around the house.
    • Use a HDRI image in your skylight
    • Use a LUT texture in a post process volume to give it some more natural atmosphere. There are basic ones in the engine content folder (hidden by default)
    • 128-256 lightmap resolution is ok for lets say the doors and windows but if your building walls are 1 big mesh than they need to be at least 1024. It will increase your build times.
    Hope that helps for a start


    www.s-dot.de/viz
    ArchViz User Interface :: UE4 Marketplace.

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      #3
      Thanks a lot for the info, S-Dot. I will look into all of those areas and see if that helps.

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