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    archviz interior exterior WIP project

    https://youtu.be/hezAqnZErWI

    hi guys,

    i have been currently working on personal project for training unreal lighting, blueprints etc..

    Referenced model : http://www.archdaily.com/778561/the-...ith-architects

    Build time : 2.5 hours
    build setup;
    sky light with HDR image (http://noemotion.net/index.htm)
    skysphere with hdr emissive material

    medium
    0.3
    40
    4
    1
    NumHemisphereSamples=256



    point light creates splotches on the walls , ceiling etc.. how can i remove these splotches?
    any change in baselightmass.ini file? do i need to increase build quality? ( especially indirect lighting quality? )

    need a piece of advice...

    thx..
    Last edited by Nocturness; 01-22-2016, 12:53 PM.
    Amberify Asset Pack | UE4.18 / 4.24
    Neonfiy Asset Pack | UE4.18 / 4.24
    Kinetica Asset Pack | UE4.23 / 4.24

    #2
    realy nice.. I love it .. I was reading the thread "Lets make Lightmass EPIC (and understandable)", i wanted to figure out light mass so i read the whole thing . here. they had info about splotches.. and koola if that's the name of the guy.. I remember him saying that ... "Static Lighting Level Scale : 0.1
    Num Indirect Lighting Bounces : 100
    Indirect Lighting Quality : 10
    Indirect Lighting Smoothness : 1

    And in the BaseLightmass.ini :

    NumHemisphereSamplesScale=100

    In my tests, this is the only parameter you need to tweak in baselightmass.ini to remove the skylight "splotches". ---said by koola..

    but i think this increases lightmass processing time a lot you could experiment with this variables.. hope that helps!

    Comment


      #3
      thanx spacehawk

      yes that thread was epic literally but lightmass build times with this settings will be impact my machine and my patience

      i have found some really good info about remove splotches on this link : "https://ue4arch.com/ue4archs-unreal-engine-4-lighting-workflow-part-1/"


      "Static Lighting Level = 0.2 (Below that we have not much impact)
      NumHemisphereSamples = 256 or 512 (above 512 will have not much difference)
      IndirectPhotonDensity = 12000 (If there are still flickers of artificial lighting, increase this value along with the parameter below)
      IndirectIrradiancePhotonDensity = 8000
      IndirectPhotonSearchDistance = 180 (180 - 240)
      "
      i will try that...but i think i need a render farm to build lightmass like this kind of projects.
      thx anyway..
      Amberify Asset Pack | UE4.18 / 4.24
      Neonfiy Asset Pack | UE4.18 / 4.24
      Kinetica Asset Pack | UE4.23 / 4.24

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