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    Originally posted by Maximum-Dev View Post

    When you setup sunny 16 for outdoor you can't change it for interiors. If you go with a reasonable exposure for interior you can't change it when you get outside so is there any correct workflow here at all?
    Can't you use two different Post-Process Volumes with the respective EV settings? It's a little more work, since we can't assign actual EV values like in the viewport, but all the proper settings are there to match what EV is based on.

    For simplicity, since I don't think it has any effect other than offsetting the necessary shutter speed/f-stop right now, you can just leave it at the default ISO of 100. For instance, EV16 at ISO 100 would require f/16 and a shutter speed of 1/100 or 1/125.


    Edit: If you want automatic exposure, I'm a big fan of the change to the Basic method where it automatically adjusts for a particular gray(default is 16%, cameras typically go for 12% to 18%). If you use physical values for your lights, you'll need to increase the Max Range to around 10,000. You could also enable Pre-Exposure to improve the quality of the exposure adjustment and fix any artifacts from the high values, but that will break the reading in the Pixel Inspector. Any other adjustments needed for particular areas can be done with the exposure compensation per Post-Process Volume.
    Last edited by rosegoldslugs; 07-26-2018, 01:51 PM.
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      Originally posted by rosegoldslugs View Post

      Can't you use two different Post-Process Volumes with the respective EV settings? It's a little more work, since we can't assign actual EV values like in the viewport, but all the proper settings are there to match what EV is based on.

      For simplicity, since I don't think it has any effect other than offsetting the necessary shutter speed/f-stop right now, you can just leave it at the default ISO of 100. For instance, EV16 at ISO 100 would require f/16 and a shutter speed of 1/100 or 1/125.


      Edit: If you want automatic exposure, I'm a big fan of the change to the Basic method where it automatically adjusts for a particular gray(default is 16%, cameras typically go for 12% to 18%). If you use physical values for your lights, you'll need to increase the Max Range to around 10,000. You could also enable Pre-Exposure to improve the quality of the exposure adjustment and fix any artifacts from the high values, but that will break the reading in the Pixel Inspector. Any other adjustments needed for particular areas can be done with the exposure compensation per Post-Process Volume.
      We have approximately 80 houses within just 1x1 Km area, we can't really use one PPV per house for correcting the interior exposure. Other issue with that method is that if I want to make a change to interior PPV, for the sake of consistency I'd have to do it for every other PPV as well (and our actual game world contains hundreds of interiors).
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        Originally posted by Maximum-Dev View Post
        if I want to make a change to interior PPV, for the sake of consistency I'd have to do it for every other PPV as well (and our actual game world contains hundreds of interiors).
        been wondering forever why PPVs cannot be blueprinted...
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          Originally posted by Chosker View Post
          been wondering forever why PPVs cannot be blueprinted...
          I thought they could be. I know you can have a PPV in a Blueprint in the public build, but at my last job I set up a BP to find all volumes with a tag, then set new PPV settings with a trigger. Downside is that if you haven't placed volumes in your buildings yet, you will need to and you'd have to tag them. But maybe you can procedurally place it based on size of the rooms or something and you can set the tags at once if you have multiple selected.
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            Originally posted by Chosker View Post
            been wondering forever why PPVs cannot be blueprinted...
            Hi! They actually can!

            I'm sorry as this is gonna be a bit off topic, but i wanted to share how we do these for our interiors.

            So to put a post-process inside of a blueprint you must have a BoxComponent (that serves as a bound for your volume) and then attach PostProcessComponent to it. We have a system where artists make prefabs in separate levels and just copy PPVolume with correct settings. Then our in-house tool merges these into blueprints and copies PostProcessComponent from a volume, and BoxComponent is made from code using size of the original volume. In some cases we do it proceduraly just like rosegoldslugs said.

            From what i've learned, you could actually code a data asset that would contain post process settings and then make a custom component to assign these from ContentBrowser. Should be quite easy if you have someone who can code.

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              Originally posted by Elocater View Post
              Hi! They actually can!

              I'm sorry as this is gonna be a bit off topic, but i wanted to share how we do these for our interiors.

              So to put a post-process inside of a blueprint you must have a BoxComponent (that serves as a bound for your volume) and then attach PostProcessComponent to it.

              nice, this alone works!

              Originally posted by Elocater View Post
              We have a system where artists make prefabs in separate levels and just copy PPVolume with correct settings. Then our in-house tool merges these into blueprints and copies PostProcessComponent from a volume, and BoxComponent is made from code using size of the original volume. In some cases we do it proceduraly just like rosegoldslugs said.

              From what i've learned, you could actually code a data asset that would contain post process settings and then make a custom component to assign these from ContentBrowser. Should be quite easy if you have someone who can code.
              I don't get why you need all of this though

              but yeah okay, we can go back on topic now!
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                I set the direct light to 80 000 and skylight to 5 000.
                Shutter speed 125, ISO 100, Aperure 11

                But now the Sun on HDR skybox and shiny surfaces in general appears black.Did I miss something? I though I did similar setup as others here.

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                  You should "apply pre-exposure" to your scene in the project settings. Just also be aware enabling that will break the Pixel Inspector.
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                    4.20 has been out for a good while now and there's still no official response to the original issue of this thread. Proper physical light values would greatly improve our workflow and teamwork across projects, but as they're currently implemented it's not improving our workflows and are generally causing more confusion for our artists.
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                      I agree with everyone's grudge about the physical world lighting system in UE4 being a bit cumbersome. Because when I use light in programs such as V-ray + 3D Max and I've set my Camera's Aperture, ISO, Shutter Speed, and lights to real-world settings (a real Cannon Camera and 75W light bulbs), It looks 99% accurate.

                      But trying to set up an identical setup settings inside UE4, is far more problematic. Nothing looks right. Not sure what Im missing. The Aperture (F-Stop) in UE4 almost appears to be useless. Far from the results I get from a realworld camera.

                      I hope this system gets addressed or at least clearer documentations.

                      And yes, I've read this documentation - https://docs.unrealengine.com/en-us/...omaticExposure

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                        Planning to fix physical lighting for 4.21?
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                          If I remember correctly, Epic said they were preparing for E3 and would get back to us soon after. Now it's after Siggraph, still no official response

                          I have to admit that I am quite hyped for some of the new stuff, but pls guys, don't forget to fix or at least talk to us about some of the old baggage we need to tackle!

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                            Is it likely that Epic will give us some idea on the state of Physical Lights, seems to be complete radio silence, I have gone right through this thread and am still confused on why my lighting just doesn't look right.

                            The confusion for me is how to correctly set the PPV autoexposure (or even the manual camera settings) as none of the settings make sense. Are the settings in Auto-exposure supposed to be EV values and F-Stops on the manual settings for the camera seem really wrong still (even on 4.20.2).

                            It is very disappointing even to the point that for a recent minor project we went to latest version of unity with HDSRP (yes we realise it is still preview but worked well). At least there the settings all seemed to work as expected.

                            Come on Epic, please help us out here, I dead-set do not want to do anymore work with a competing product when we have so much time invested with UE4.

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                              Really makes it difficult to stick with UE4 when Epic constantly misses the mark on the fundamentals. What's the point of using physical light values if I can't properly set the exposure?

                              I honestly can't emphasize how basic this is, and yet it's looking like this will be another feature update left to rot half-completed. I can't believe how much radio silence there's been on this issue

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                                Originally posted by CoveTechnology View Post

                                The confusion for me is how to correctly set the PPV autoexposure (or even the manual camera settings) as none of the settings make sense. Are the settings in Auto-exposure supposed to be EV values and F-Stops on the manual settings for the camera seem really wrong still (even on 4.20.2).
                                For auto-exposure, I suggest using the Basic Exposure, not the Histogram, because it provides a more reliable result imo. Basing exposure on a histogram is alright, if everything is correct, but in most production environments there's always some outliers like emissives that are way too bright and a few pixels will throw off the entire histogram.

                                Plus, combined with the Pre-Exposure and the new feature of a constant calibration factor, Basic Auto Exposure will always try to adjust for a particular gray like cameras do. It defaults to 16, but you can change it to 12 or 18, or whatever you want.

                                Just set the max exposure value to something like 10,000 to accommodate the higher range in physical units and that's it.

                                But if you're looking for a way to set a min/max EV, I don't think there is a way right now.
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