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4.19 Physical Lights
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Originally posted by MysteryBlues View PostAnother very simple blueprint to temporarily fix (the lighting for) UnlitMode etc - for when you are checking your Base Color values etc.
While we wait for Epic to fix the Unlit mode preview while using the extended luminance range + physical real-world values for lights.
https://www.dropbox.com/s/51djjs7vu1...ck_BP.rar?dl=0
As you can see in the screenshot, you just have to assign the sun directional and skylight actors, and mark "Check Unlit mode". It will turn both actors to invisible, and the "UnlitCheck" directional light component in the blueprint to visible - this light has the default 3.14159 intensity. Unchecking will revert these lights to their previous visibilities.
Again, very simple, but as I made it here, why not share?Pierre-Felix Breton
Sr Technical Product Manager AEC, Unreal Engine Enterprise
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MysteryBlues how do you load those .copy files in unreal? Do you have my any chances the uassets to share instead? (I am interested by your light meter BP ) We tried to load them in 4.21 in a couple ways and we don't get the expected results.
Here is the .rar file with the the blueprints Unlit_Check_BP, LuminanceLuxCalc_BP and its material and mat. instance:
https://www.dropbox.com/s/xkiu13r2w8...Utils.rar?dl=0
(I just copied the uassets and zipped them together. I guess they'll work, as the only reference is to the material and mat. instance in the file)
The calculator is very very simple. Ideally it should have something in the blueprint graph like PixelInspector.GetLuminance connected to the text component. I've tried typing "Pixel" in the blueprint event graph to see if the Pixel Inspector window had been exposed to blueprints, but found nothing. And I'm busy now to dig more into that.
Hope it helps you.
Edit: typos
Edit: Regarding the .copy format, I tried here changing the extension to .txt and it seems like they're like what you get when you select nodes in the material editor (or blueprint editor etc) and ctrl+C.Last edited by MysteryBlues; 01-14-2019, 05:45 PM.
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Originally posted by Tim Hobson View Post
One thing that did not make the documentation with this most recent update for 4.21 is a section detailing the workflow for using the PLUs and Auto-Exposure. It's something that I want to add along with some reference values to use for different lighting situations (ie, sunny day, overcast, night, etc) that are in line with what you can find on other sites with tables of exposure values (for example, Wikipedia).
Just know that it's still on our minds to add these things and reduce the confusion (as much as possible). Unfortunately, I don't have an ETA, but I'll push to get something added before the end of the year (which isn't really that far off!).
Any news on those workflows / example content?
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Hello, anyone has any insight on what is the best way to approach particle emissive values using physical light units? A day - night difference of over 14EV makes the values too extreme to keep a fixed value in some cases (magic vfx and such). Something like fire would be fine keep constant easily but anything else is very arbitrary. Should I ditch using PLU?
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Originally posted by Baguetteness View PostHello, anyone has any insight on what is the best way to approach particle emissive values using physical light units? A day - night difference of over 14EV makes the values too extreme to keep a fixed value in some cases (magic vfx and such). Something like fire would be fine keep constant easily but anything else is very arbitrary. Should I ditch using PLU?Thats common practice these days for stuff like this
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Originally posted by Daedalus51 View Post
I think you wanna use exposure override in shaders for effects like thisThats common practice these days for stuff like this
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Hi,
Do you know why if I put a movable object in a fully closed room (6 walls with no doors or windows), that object keep being lit by the stationary skylight? I tried everything (as far as I know) like increasing volumetric lightmap samples, put lightmass importance volume, lightmass character indirect detail volume, volumetric lightmap density volume, turn on ambient occlusion, increase the building quality.
I am a bit lost right know,
Thanks in advance
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Originally posted by Daedalus51 View PostSo, I finally had time to update to 4.21 over the weekend and try out a few things!
2. skin doesnt show spec anymore
3. the hair of her is set to black, for some reason it renders light brown when using physical values
Left - Pre exposure enabled / Right - Pre exposure disabled
I noticed that if i switch view modes and then go to lit again it displays proper spec for a while....Last edited by redfox22x; 02-25-2019, 08:42 AM.
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Originally posted by redfox22x View Post
Any work around for the spec on subsurface materials besides disabling pre exposure??
Left - Pre exposure enabled / Right - Pre exposure disabled
I noticed that if i switch view modes and then go to lit again it displays proper spec for a while....
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Maybe that should be set as default automatically when enabling pre-exposure?
I really hate that you have to put 20 different settings all over the board to get this working! PLS just make one switch and that's it
Otherwise, this will always be super error prone^^
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I've noticed when I use a directional light at 100,000 lux and use F9.0 with a shutter speed of 125 & iso 100, any attempts to use an exponential height fog in the scene results in black fog... is this a bug? Has anyone used exponential height fog successfully with these more accurate light settings? I'm on ue4 4.21.Last edited by Afflictor; 03-24-2019, 12:12 AM.Afflictor
www.tavshande.com
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