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Mentholblue repliedI figured a solution, there was a peculiar issue with a reflection capture. I added more lights, later deleted them - then updated and moved a reflection sphere and then correct indirect lighting seemed to come to life. Now all walls are receiving satisfactory light with only a skylight in the scene. I wonder if it was a bug or due to my scene (now in 4.11) being imported from an older version.
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Mentholblue repliedOriginally posted by heartlessphil View PostI think it's mainly because of the new portals! Have you tried em?
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heartlessphil repliedOriginally posted by Mentholblue View PostHow are you able to light the areas which aren't facing the light source with only a sky light?
For example, on the bedroom image - how are you able to light the walls,floor, ceiling parts that are close to the window?
When i use only a skylight in my scene all walls to the side of my window are completely dark even with high indirect lighting and an otherwise well lit room.
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Mentholblue repliedOriginally posted by rafareis123 View PostJust some tests with only `skylight`
I have used 0.15 in `static lighting level scale` and `NumHemisphereSamples=128`
For example, on the bedroom image - how are you able to light the walls,floor, ceiling parts that are close to the window?
When i use only a skylight in my scene all walls to the side of my window are completely dark even with high indirect lighting and an otherwise well lit room.
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heartlessphil repliedOnly use 1 reflection capture for now, the box or the sphere!
Have only 1 skylight. Play with it's intensity. If I don't have a dir light I'll put the intensity between 3 and 8. (static)
Use a directional light only if you really want your scene to be sunny! (if you use a dir light you can lower the skylight intensity to 1)
Portals can raise build time but also increase the quality of the G.I (just don't use too many) You could use 3 total maybe.
Try to bake it to see how it looks. Start with preview setting and low lightmass quality setting just to see how bright it is. All the nice shadows are going to appear after your final production build.Last edited by heartlessphil; 01-07-2016, 06:50 AM.
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TONOLITO repliedHi hearthlessphil !
I've thought the "lightportalmass" needs to be set like a "boxreflectionhemisphere"! I'll put them in the windows frames ! Thanks for the tip.
FYI, I've setup the hdrimap in my scene (static) and add the famous "skylight" with SLS cubed option inside the room.
The scene seems to be brighter than before !
Question : do i need to completely remove the older skyphere from the scene ? Still there, i've only unchecked it in the "world outliner" (with 2 others postlights).
Thanks again for your support !
P.S : For fun, i've added white emissivecardboards in front of the windows (with photoshop) the results are far more realistics (for me)! I'll upload a Jpeg if i've time.
For now, i'm in the hurry, i've to go work !
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heartlessphil repliedYour portal appears to be in the middle of the room. It's supposed to cover each window area instead. Shape it like it would be an actual glass in the window's frame! But without a skylight it's not really useful I think.
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feingeist88 repliedOriginally posted by TONOLITO View PostHi Guys!
Some WIP screenshots from my first archiviz Study (rendering and light) within the UE4 11. The design is based on a scene from "EvermotionArch30Vol.".
- First my parameters inside UE editor:
Static lighting level: 0.5
Num indirect light bounce : 3
Ind. Light qual : 1
Ind. Light smoothness : 1
Standard content material and light for the scene -> 1 lightsource and 3spotlights (1x station + 2x static).
- Inside the baseconfiglighting.Ini :NumHemisphereSamples=64
Lightmaps : 1024 for walls, 512 for the floor, 64-128 for the props/asset
Build time: 1h05 for the lighting on "high quality"Did you used one big box reflection capture or multiple sphere reflection capture.. and what are your settings in skylight (intensity and indirect intensity)?
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RI3DVIZ repliedOriginally posted by feingeist88 View PostThat looks awesome :-) Can you tell the other values as well please :-) Is the NumHem Value the only value you tweak in the .ini? Also are you using a custom hdri or just the basic bp skysphere? How do you achieve the burned out windows in white? I dont want my hdri showing in the windows. Also would you use a big box reflection capture for the whole scene or multiple sphere reflection captures like in koolas lightroom. Other opinions welcome as well
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feingeist88 repliedOriginally posted by rafareis123 View PostJust some tests with only `skylight`
I have used 0.15 in `static lighting level scale` and `NumHemisphereSamples=128`
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mihanix repliedOriginally posted by rafareis123 View PostJust some tests with only `skylight`
I have used 0.15 in `static lighting level scale` and `NumHemisphereSamples=128`
Very nice work. How to make material curtains, if not secret?
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heartlessphil repliedThe new sequencer (matinee 2.0) is pretty dope too! Can't wait to make the transition.
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