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  • replied
    Done in 4.11 Preview. Skylight Only. How would you guys continue and tweak with lighting? I changed the intensity of sky light. Dunno if that is smart :-/

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  • replied
    I 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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  • replied
    Originally posted by heartlessphil View Post
    I think it's mainly because of the new portals! Have you tried em?
    This is with light-portals.

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  • replied
    Originally posted by Mentholblue View Post
    How 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.
    I think it's mainly because of the new portals! Have you tried em?

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  • replied
    Originally posted by rafareis123 View Post
    Just some tests with only `skylight`

    I have used 0.15 in `static lighting level scale` and `NumHemisphereSamples=128`
    How 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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  • replied
    Only 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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  • replied
    Hi 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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  • replied
    Your 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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  • replied
    @feingeist88
    Thx !
    Bellow enc. a JPEG with my parameters. I haven't use "skylight" in this scene !


    @ heartlessphil
    I'm trying to use an HDRImap in place of the standard skysphere. i'm going to see what i can get
    Last edited by TONOLITO; 01-06-2016, 03:08 PM.

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  • replied
    Originally posted by TONOLITO View Post
    Hi 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"
    Looks great! 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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  • replied
    Originally posted by feingeist88 View Post
    That 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
    You can add an emissive plane out the windows that does not cast a shadow to get the bright white look.

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  • replied
    Originally posted by rafareis123 View Post
    Just some tests with only `skylight`

    I have used 0.15 in `static lighting level scale` and `NumHemisphereSamples=128`
    That 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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  • replied
    Originally posted by rafareis123 View Post
    Just some tests with only `skylight`

    I have used 0.15 in `static lighting level scale` and `NumHemisphereSamples=128`
    https://forums.unrealengine.com/atta...1&d=1451929309

    Very nice work. How to make material curtains, if not secret?

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  • replied
    The new sequencer (matinee 2.0) is pretty dope too! Can't wait to make the transition.

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  • replied
    Yeah that 26 minute bake looks just as good.

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