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    Originally posted by sandermer View Post
    After that, we can throw Vray out of the window
    I'm not convinced about that. I still see some things to overcome such as reflections and better material shaders. One of the weak links I see in a lot of the images is great materials and reflections and I've seen most of the great UE4 users work.

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      I need your help guys, I'm confused regarding the skylight and sun light, to get better results should I use both together like in vray with the hdri dome and vray sun ?

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        Originally posted by Robbie222 View Post
        Can't be that. Walls have 256 and ceiling 512.

        I'm pretty sure it's something in lightmass, I just can't figure which setting would affect this.

        This build is done using medium quality with .4 scale , 100 bounces, 1 indirect quality and 1 smoothness.

        Lightmass.ini:

        NumHemisphereSamples=128
        NumIrradianceCalculationPhotons=4096
        IndirectPhotonDensity=6000
        IndirectIrradiancePhotonDensity=3000
        IndirectPhotonSearchDistance=180

        I've had the same result on a previous production build with 512 hemisphere samples, 12000 and 8000 PhotonDensity.
        Were you able to solve this?
        If yes, Can you let us know how you solved it?

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          Originally posted by Yanton View Post
          I need your help guys, I'm confused regarding the skylight and sun light, to get better results should I use both together like in vray with the hdri dome and vray sun ?
          It depends on what you want to achieve. Start with a base skylight+hdri all the time. If it's an overcast day, leave it as is. If it's a sunny day add a directional light. Skylight is fill light, Global illumination...you need it.

          Comment


            Originally posted by MSL View Post
            Were you able to solve this?
            If yes, Can you let us know how you solved it?
            Not yet, I have to finish another project before going back to this. When that happens I will make a new topic so we don't overflow this one.
            Portfolio

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              Has anyone figured out how to rotate the hdri used to light the scene? Is it possible to also have a visual representation of the hdri's orientation for better adjustments?
              Portfolio

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                Originally posted by Robbie222 View Post
                Has anyone figured out how to rotate the hdri used to light the scene? Is it possible to also have a visual representation of the hdri's orientation for better adjustments?
                I am too still looking for options to rotate cubemap in SkyLight, meanwhile here is the workflow to rotate HDRI which has been used in EditorSkyshere as a background.







                I am working extensively for creating a tutorial which will cover complete Lighting Workflow for Arch-Viz (Exteriors and Interiors) in Unreal Engine. Will start updating my blog soon. Thinking of making video tutorials also, but little bit reluctant about that (shyness).
                Attached Files
                Raghu
                http://rag3dviz.com
                HDRI Lighting Tutorial
                Basic UVW Workflow Tutorial

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                  Very handy, thank you Raghu.
                  I'm looking forward to read your tutorial !

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                    Originally posted by Raghu View Post
                    I am too still looking for options to rotate cubemap in SkyLight, meanwhile here is the workflow to rotate HDRI which has been used in EditorSkyshere as a background.


                    I am working extensively for creating a tutorial which will cover complete Lighting Workflow for Arch-Viz (Exteriors and Interiors) in Unreal Engine. Will start updating my blog soon. Thinking of making video tutorials also, but little bit reluctant about that (shyness).
                    Looking pretty good man, thx for sharing

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                      Try blueprints BP_LightStudio, which is in the Starter Content.
                      I changed it a little bit
                      Project: https://mega.nz/#!K5gXCQ4b!AcgCKHqGc...RcQkXVvwelAA68
                      Preview BaseLigntmass.ini settings from rafareis123: https://mega.nz/#!e4QxXZQR!AknMUXTuh...8aHW2s8rO-p0so
                      Screenshots:

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                      1) disabled PrevisArrow
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                      2)Switch SkyLight 1 static
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                      3)Disable sun
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                      4)Sun used separately
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                      5)Disabled Atmosphere and fog
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                      Last edited by mihanix; 11-18-2015, 08:34 AM.

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                        Those look pretty good, thanks for sharing. I see aliasing on the shadows in some shots, any way to fix that?

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                          i wonder how this can help archviz creators in future, i know that baking still has highest quality but still...

                          https://forums.unrealengine.com/show...ive-plugin-AHR
                          tox.chat - Skype alternative
                          blender.org - 3D suite

                          Comment


                            It's normal it's the editor view and screenshots (low res).

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                              Originally posted by heartlessphil View Post
                              It's normal it's the editor view and screenshots (low res).
                              I got the same aliasing on lights when I exported a matinee sequence. Any clues why that is? It was on the actual light being cast on an object.

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                                That's because his lightmaps are too low res... The floor is way too big for 1 lightmap.
                                Last edited by heartlessphil; 11-18-2015, 03:36 PM.

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