Originally posted by koola
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Lets make Lightmass EPIC (and understandable)
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Originally posted by StephaBon View PostThere you go!
https://wiki.unrealengine.com/Lighti...eshootingGuide
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alright! I've been waiting this for type of thread- now that we got the heavy hitters in the line up makes it even better. I will post my results as well.environment artist | VR Dev
serriffe.com
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Originally posted by ikifenix View PostYou are my hero, I wasted 2 days searching for a solution.
There is certainly a better and faster solution.____________________________________________________________
https://twitter.com/Koola_UE4
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Originally posted by koola View PostAgain, I don't know what I'm doing
There is certainly a better and faster solution.Originally posted by heartlessphil View PostI hope you have 56 000 cpu cores available or brace yourself!
Screenshot of my scene before ini change:
Screenshot of my scene after:
Build lights 4 hours in a AMD fx6300.
Static Lighting Level Scale : 0.7
Num Indirect Lighting Bounces : 100
Indirect Lighting Quality : 10
Indirect Lighting Smoothness : 0.7
And in the BaseLightmass.ini :
NumHemisphereSamplesScale=100
I haven't more screenshot of before vs after, but had splotches like that everywhere, and now is a lot more clean, for me, this balance time vs quality is ok, I know isn't perfect, but good enough:
Last edited by ikifenix; 10-26-2015, 09:44 PM.
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I notice that, for really nice "contact shadows" see Raghu post for reference, check the second picture the indirect lighting smoothness needs to be around 0.4-0.7, it really depends on the scene ( I'm using bounce cards ), since that value can mess up the entire scene.
Do you use any alternative tricks to achieve those soft shadows?
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Originally posted by feingeist88 View PostSo, I am wondering. What is smarter. Light your scene with only a skylight and a directional light or use the bounce card + spotlight technique? Which gives better results?
The bounce card technique is used widely on Max/Maya/Vray/other renderer because it gives better results and you can control much better the indirect lighting on an area.
I also use a bit of boost on the lightmass settings to increase the overall brightness on the scene...but also using the post process Indirect lighting gives you good results ( in realtime, which is nice ).
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Originally posted by feingeist88 View PostSo, better not use fake lighting with bounce cards? Only sun and sky? I am afraid that its not enough to light a whole house only through the windows ...
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