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4.19 Physical Lights

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    #61
    Xharthok
    If you have the average luminance of the sky, then you should be able to multiply by pi to get the corresponding average Lux value (Note that in my above post I actually deduce that Unreal's skylight units are already in cd per square meter and not Lux as stated by Uriel). You can test this in unreal by placing a perfectly white, 100% rough, 0% metallic, 0% specular, ball in the scene and checking its luminance values with the pixel inspector. A directional light with a lux value of 3.14 (pi) will produce a luminance of 1 at the highlight. Creating a perfectly white sky sphere (make sure it's luminance is 1 when hovering over sky with the pixel inspector if using bp_sky_sphere, as it has weird output) and using it as the input for a skylight, will produce a ball with luminance values of 1 spread over the entire surface of the ball.
    Last edited by FurryFur; 05-14-2018, 08:52 AM.

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      #62
      Did physical lighting become obsolete already? Epic?
      Thread dates back to January and there's still no support.

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        #63
        Maybe we have to move this to the "Feedback for Epic" section and bump like crazy? Maybe even push this thread via Twitter? I think if we make enough people see and react to it, Epic HAS to respond at some point before it turns into negativity. I don't like doing it like this, but man, if they continue to ignore this, let's fight the good fight!
        Check out UNREAL 4 Lighting Academy
        https://forums.unrealengine.com/show...ng-like-that-)

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          #64
          Originally posted by "Daedalus51 ;n1484543"
          Maybe we have to move this to the "Feedback for Epic" section and bump like crazy? Maybe even push this thread via Twitter? I think if we make enough people see and react to it, Epic HAS to respond at some point before it turns into negativity. I don't like doing it like this, but man, if they continue to ignore this, let's fight the good fight!
          kenpimentel Amanda.Bott Chance Ivey Kalvothe

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            #65
            Twitter post is out! Share and retweet as if your lights depend on it!
            #AllLightsMatter :P

            https://twitter.com/tillederdon/stat...49008411942912
            Check out UNREAL 4 Lighting Academy
            https://forums.unrealengine.com/show...ng-like-that-)

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              #66
              Originally posted by Daedalus51 View Post
              Twitter post is out! Share and retweet as if your lights depend on it!
              #AllLightsMatter :P

              https://twitter.com/tillederdon/stat...49008411942912
              Retweeted

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                #67
                Hey all,

                Let me catch up on this thread and I'll get back to you with one direction or another! Just so you know, I have not been avoiding it, just a super busy time with things going on, I apologize for that!

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                  #68
                  Originally posted by Kalvothe View Post
                  Hey all,

                  Let me catch up on this thread and I'll get back to you with one direction or another! Just so you know, I have not been avoiding it, just a super busy time with things going on, I apologize for that!
                  <3 <3 <3

                  Thx Kalvothe !!
                  Check out UNREAL 4 Lighting Academy
                  https://forums.unrealengine.com/show...ng-like-that-)

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                    #69
                    Hey guys,
                    I have pinged some of our teams on this. We're in the thick of getting stuff ready for 4.20 so give us some time to put together a response. I know you've been waiting patiently and I promise I'll stay on top of it, but I ask for a bit more time.

                    :-)

                    Thanks!

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                      #70
                      Originally posted by Kalvothe View Post
                      Hey guys,
                      I have pinged some of our teams on this. We're in the thick of getting stuff ready for 4.20 so give us some time to put together a response. I know you've been waiting patiently and I promise I'll stay on top of it, but I ask for a bit more time.

                      :-)

                      Thanks!
                      Thank you! Just a suggestion, it was mentioned above, but I'll say it again. Please, make working presets. It's a best way to show how everything works together. Scene with super simple exterior and interior. Light scenarios-bright day, cloudy, night. Artificial light in the interior. Dynamic and baked versions. I doubt if anyone will be unhappy with it.

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                        #71
                        so I may have found why the exposure isn't working properly. I was looking through the trello ( https://trello.com/c/d1MUZwNk/218-physical-light-units ) today after the 4.20 pre-release came out and found this under the 4.19 physical light post. It looks like the EV100 option under metering mode is missing.
                        3D Artist & Virtual Reality Specialist

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                          #72
                          Originally posted by BryanChrisBrown View Post
                          so I may have found why the exposure isn't working properly. I was looking through the trello ( https://trello.com/c/d1MUZwNk/218-physical-light-units ) today after the 4.20 pre-release came out and found this under the 4.19 physical light post. It looks like the EV100 option under metering mode is missing.
                          Daedalus51

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                            #73
                            That's just one issue with all of this. You can ignore the exposure in the Post-Process Volume and use the viewport's EV100 slider as a workaround.

                            I've had decent results with interior lighting and EV100, but exterior lighting is still a little awkward. No clean way of measuring cd/m² for the Skylight/HDRI and intensities for the sun don't feel correct even with the proper EV. While the Pixel Inspector is super useful, a viewmode for highlighting ranges, similar to false color, would be more beneficial I think.
                            Lighting Artist @ Rockstar Games
                            ArtStation
                            Twitter

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                              #74
                              Originally posted by jojo8026 View Post
                              Have a look at this for some context

                              https://www.scantips.com/lights/evchart.html

                              Cheers!
                              Check out UNREAL 4 Lighting Academy
                              https://forums.unrealengine.com/show...ng-like-that-)

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                                #75
                                So...completely ignore manual and auto-exposure in PPV and just use EV -1.2?

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