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    move lighting after baking

    Hi all

    hope you all are having a great day.

    Hope I'm in the right place for this question.

    I backed my lighting in a scene



    then moved the light and lost the bake



    Is there a way to move the light with out losing the bake and see how it change in the scene or do ypu need to bake every time you move the light

    thanks
    Attached Files

    #2
    Yes, you need to build the lights to see indirect illumination(GI).
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      #3
      hi all

      Thanks Jacky

      is it just for the global lighting or all lighting in the scene that you need to bake very time?

      I seen this video and it looks like they move the light around with out baking it every time.
      is it because it's not the global light?

      https://www.youtube.com/watch?v=9GrWq6Jt6iY

      thanks

      Comment


        #4
        For static and stationary light sources, you need to build the lights to see indirect lighting(which usually changes the looks drastically) and for performance reasons as they use lightmaps instead of calculating the lighting and shadows in runtime. If you are using fully dynamic lighting(movable lights) then you dont need to build the lights at all, but you wont have indirect lighting with them. You'll have to use a movable skylight and/or additional movable light sources to imitate ambient lighting in that case.
        FREE Lightshow
        FREE VR Drum Kit Project

        FREE Color LUT Collection
        FREE Physics Driven Spacecraft Project
        FREE GTA Style Vehicle Interaction
        Dynamic DoF(Depth of Field)
        Camera Crossfade

        Comment


          #5
          Hi all

          Thanks Jacky

          greatly appreciated

          Got a lot to learn yet. but the more I learn and use unreal the more I like it.
          Last edited by swordfighter; 01-19-2016, 02:50 PM.

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            #6
            It's very easy.
            Change the light from 'stationary' to 'movable' then move it, the baked lighting won't be lost.

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