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Can you disable a skylight in certain areas?

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    Can you disable a skylight in certain areas?

    So I added a skylight to my landscape and it made the shadows look 10x better however when I go inside something that's supposed to be dark for instance a cave it's a lot brighter in there. Is there a way to "turn off" a skylight in certain areas with a volume or something? Any help would be much appreciated!
    Last edited by Myth_UE4; 04-29-2015, 04:25 AM.

    #2
    You could always setup a trigger box that when overlapped it could set the intensity of the Skylight to be lower.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation

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      #3
      I've actually messed around with that approach and the main issue with it is when standing outside the cave and looking in, that darkness isn't present. It's like the sun gets turned down when you walk inside, rather than the light being occluded.

      I do sort of wish for "occlusion volumes" or "light intensity volumes" which reduce the intensity of light within their bounds, or something. As a way for designers to make areas more shadowy (or less) than the lighting calculations know they ought to be.

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        #4
        I second this notion as I ran into the same issue.
        [Submitted] Advanced Data Validation

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          #5
          Hi Last_Attempt,

          Generally this case is what Distance Field Ambient Occlusion was meant to handle. What it does is try to represent how occluded pixels are by looking up the distance fields of the surrounding geometry. It can be calculated dynamically for most modern hardware. Have you looked into this feature at all?

          For static lighting where lightmass can be used, you should be able to set the skylight to cast static shadows and then you will have high quality baked sky ambient occlusion.
          Ryan Brucks
          Principal Technical Artist, Epic Games

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            #6
            Does "most modern hardware" include the PS4? :P
            [Submitted] Advanced Data Validation

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              #7
              Originally posted by RyanB View Post
              Hi Last_Attempt,

              Generally this case is what Distance Field Ambient Occlusion was meant to handle. What it does is try to represent how occluded pixels are by looking up the distance fields of the surrounding geometry. It can be calculated dynamically for most modern hardware. Have you looked into this feature at all?

              For static lighting where lightmass can be used, you should be able to set the skylight to cast static shadows and then you will have high quality baked sky ambient occlusion.
              I haven't looked into that yet, it sounds like what I need though. Do you know how to set it up and if so do you mind explaining it to me?

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                #8
                Originally posted by DamirH View Post
                Does "most modern hardware" include the PS4? :P
                It could be depending on the projects performance tradeoffs. Also DFAO is being optimized further right now. DanielW has some pretty massive optimizations that involve looking up into a global distance field that could really help.
                Ryan Brucks
                Principal Technical Artist, Epic Games

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                  #9
                  I suggest taking a look here, it will do a better job that I could

                  https://docs.unrealengine.com/latest...ion/index.html
                  Ryan Brucks
                  Principal Technical Artist, Epic Games

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                    #10
                    Originally posted by RyanB View Post
                    It could be depending on the projects performance tradeoffs. Also DFAO is being optimized further right now. DanielW has some pretty massive optimizations that involve looking up into a global distance field that could really help.
                    This is great news, thanks a lot!
                    [Submitted] Advanced Data Validation

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                      #11
                      Originally posted by RyanB View Post
                      I suggest taking a look here, it will do a better job that I could

                      https://docs.unrealengine.com/latest...ion/index.html
                      Ok thanks, I'll definitely look into it.

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                        #12
                        Hmm, that didn't seem to really change anything actually. I'll give you a few examples:

                        This is what I want my cave to look like - http://i.imgur.com/fnewq7B.jpg
                        However this is what it looks like with a skylight - http://i.imgur.com/BW8vdfu.jpg

                        But I also love how it changes my outside shadows so that they look like this - http://i.imgur.com/MsgU3jk.jpg
                        Instead of like this where they're crushed looking - http://i.imgur.com/el6tEvS.jpg

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                          #13
                          I think you could use a separate pp volume for the cave and then use a pp material like this to adjust the lighting: http://oliverm-h.blogspot.com.tr/201...s-effects.html
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                            #14
                            Originally posted by Jacky View Post
                            I think you could use a separate pp volume for the cave and then use a pp material like this to adjust the lighting: http://oliverm-h.blogspot.com.tr/201...s-effects.html
                            Ok, I'll try that out.

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                              #15
                              That approach only allows for very simple shapes. It'll be difficult masking out a cave.
                              [Submitted] Advanced Data Validation

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