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Lets make Lightmass EPIC (and understandable)

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  • replied
    Distance field soft shadows are only useful for dynamic lights. You can make area lights for baked lighting by increasing length/radius.

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  • replied
    I did a bit of reading about distance field soft shadows but I can't really figure out if it does increase the quality in a normal static scene ( without moving light sources) or not.
    Anyone here that can shed some light on this subject ?

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  • replied
    sorry wrong place
    Last edited by eks; 01-29-2017, 12:20 AM. Reason: mistake

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  • replied
    Hi there. i droped unreal long time ago. how this is going so far? no more tweeks to the ini file with new version?? what about portals? any resume of the situation?

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  • replied
    This is very useful to understand.Download file link is not available now.Is there any other way to download project?

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  • replied
    It is very useful to understand.Download link is not available now.Is there any to download this project?

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  • replied
    I use Enlighten in In Unity for exteriors, as an artist not able to script I find it's not that great for interiors, lot's of banding and it' screws up easily and all the time. Enlighten is nice in that you can move your lightening in real time in the editor, but it's doesn't look anywhere as good as what I see with Unreal. The version of Enlighten in Unity is fairly old from what I gather, and it's buggy, so maybe a more modern version in Unreal might work a lot better.

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  • replied
    Originally posted by ZacD View Post
    All you have to do is change the Source Radius and Length on a point light.
    Oh great thank, didn't that in the past only change the visible part of the light and not the actually emitter ? I missed a few months of updates.
    Anyway seems to do what I want now, thanks for pointing it out.

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  • replied
    Originally posted by Cultor View Post
    How would you guys go about lighting an interior office scene ?

    The problem I encounter right now is that point lights spread the light around as a perfect sphere, resulting in very obvious light and dark spherical area's in the scene.
    I want to somehow achief a more uniformly lit area.
    In an office environment most lights are long fluorescent lamps. Usually enclosed in such a way to create a large light, creating an evenly lit area without hard shadows.

    Curious if someone has some ideas or examples for stuff like this. I've seen some very done scene but they always seem small and mostly lit by the sun as main light source.
    All you have to do is change the Source Radius and Length on a point light.

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  • replied
    How would you guys go about lighting an interior office scene ?

    The problem I encounter right now is that point lights spread the light around as a perfect sphere, resulting in very obvious light and dark spherical area's in the scene.
    I want to somehow achief a more uniformly lit area.
    In an office environment most lights are long fluorescent lamps. Usually enclosed in such a way to create a large light, creating an evenly lit area without hard shadows.

    Curious if someone has some ideas or examples for stuff like this. I've seen some very done scene but they always seem small and mostly lit by the sun as main light source.

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  • replied
    I want to translate this thread into Chinese. I will post the address after finishing the work.

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  • replied
    Guys any new suggestions on lightmass tweaking and settings on UE 4.14 ?

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  • replied
    I figured as much, it's a terrazzo floor that I've now broken into several sections. Unfortunately it's an open lobby set to be displayed in VR so I can't all of the seams. I would love to see Epic address issues like this -- I'm in the architecture world so it's rare I can create modular sections for a floor. Everything is custom and owners are picky...
    Thanks for your input guys

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  • replied
    You can try to hide seams in natural ways, along a seam or edge of a texture like tiling wood or concrete. Rugs, furniture, or transition strips work too. If you do not need super detailed shadows, you can get away with some pretty low resolution lightmaps.

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  • replied
    Ideally you would separate it in multiple parts. If you need to make an image of the whole thing you'll see differences in lighting on each mesh but if you carefully choose the angle for each image, you could get away with it. Let's say you have a camera at knee-height, you're not going to notice the differences that much. If you have a wide angle shot from high ground then you'll see it. You can also use your ground material to hide most of the effect. If you have large concrete tiles, then divide the meshes into large tiles that correspond to the concrete tiles material. It could even look better than a uniform looking huge surface. It ''simulate'' imperfections to a certain extent haha!

    Epic should add something like when you group static meshes together (CTRL+G in editor),the group would be baked on the same cpu thread instead of sending each static mesh to random threads. Sounds too simple, there must be a limitation that I'm not aware off!
    Last edited by heartlessphil; 01-04-2017, 03:55 AM.

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