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    #31
    Thanks alot for all the info man!

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      #32
      BTW how do you set a cubemap for the skylight, I have an EXR longitude map but when I import it to Unreal its flagged as "texture" and not "Texture Cube", how can I set it to "Texture Cube"inside of Unreal?

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        #33
        Originally posted by Heavy Metal Fox View Post
        BTW how do you set a cubemap for the skylight, I have an EXR longitude map but when I import it to Unreal its flagged as "texture" and not "Texture Cube", how can I set it to "Texture Cube"inside of Unreal?
        That is a weird limitation from UE. For some reason, it does not accept EXR files as cubemaps, so you need to convert it to a HDRI. HDRI work fine, so if you have the chance to download your image as EXR or HDRI, pick HDRI, that will save you the converting trouble ^.^

        Also, take a look at this thread, it might solve a problem you have not encountered yet. It´s for getting the directional lights sun disc working with HDRI backdrops, but it works with other manually crafted skydomes and materials too. With connecting this SkyAtmosphereLightDiskLuminance Node to the Emission input (or adding it to whatever emissive stuff you want use in your material), the sundisk basically shines through the object, as if it was fully transparent.

        https://forums.unrealengine.com/deve...h-hdribackdrop



        And also no. 2, that thread for the case, that your imported texture is somehow blurry and low res.

        https://forums.unrealengine.com/deve...crisp-textures

        For imported HDRIs, make sure, that they have sRGB DEACTIVATED, Mipmaps set to NoMipmap, and the max ingame size is set to a value as close as possible to it´s original size (if you have to change the max ingame resolution, make sure to deactivate mipmaps first, and then change res, otherwise it will calculate a dozen new mipmaps, that you don´t need, and just waste some time).

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          #34
          Originally posted by Suthriel View Post

          That is a weird limitation from UE. For some reason, it does not accept EXR files as cubemaps, so you need to convert it to a HDRI. HDRI work fine, so if you have the chance to download your image as EXR or HDRI, pick HDRI, that will save you the converting trouble ^.^

          Also, take a look at this thread, it might solve a problem you have not encountered yet. It´s for getting the directional lights sun disc working with HDRI backdrops, but it works with other manually crafted skydomes and materials too. With connecting this SkyAtmosphereLightDiskLuminance Node to the Emission input (or adding it to whatever emissive stuff you want use in your material), the sundisk basically shines through the object, as if it was fully transparent.

          https://forums.unrealengine.com/deve...h-hdribackdrop



          And also no. 2, that thread for the case, that your imported texture is somehow blurry and low res.

          https://forums.unrealengine.com/deve...crisp-textures

          For imported HDRIs, make sure, that they have sRGB DEACTIVATED, Mipmaps set to NoMipmap, and the max ingame size is set to a value as close as possible to it´s original size (if you have to change the max ingame resolution, make sure to deactivate mipmaps first, and then change res, otherwise it will calculate a dozen new mipmaps, that you don´t need, and just waste some time).


          Solved all issues, but when I import my level into a new project, the same level looks different even when I turn on "ray tracing" in the new project just like in the original project where that level comes from:

          Click image for larger version

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            #35
            Did the change to the scene (made it all blue) occur before changing settings in the new project? Is the new project in version 4.25.3?

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              #36
              OK just a thought as to some issues I ran across

              1) Make sure that that your that your engine scalability setting is set to Cinematic for shadows. By default it's set to medium
              2) If you are using a sky light cast shadows is turned on by default that conflicts with the directional light.
              3) If you are using a sky light consider adding an HDRI map instead of using a SLS captured scene

              Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
              Custom Map Maker Discord
              https://discord.gg/t48GHkA
              Urban Terror https://www.urbanterror.info/home/

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                #37
                Originally posted by FrankieV View Post
                OK just a thought as to some issues I ran across

                1) Make sure that that your that your engine scalability setting is set to Cinematic for shadows. By default it's set to medium

                where can I check this?

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                  #38
                  Originally posted by Heavy Metal Fox View Post

                  where can I check this?
                  It will be under the settings tab on the menu bar
                  Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
                  Custom Map Maker Discord
                  https://discord.gg/t48GHkA
                  Urban Terror https://www.urbanterror.info/home/

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