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Movable objects and baking - problem

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    Movable objects and baking - problem

    Hello,

    How can I make a movable object blend well with the rest of the static objects (that have already been baked).
    I have a door that is movable and it just pops out of the level, like it doesn't belong there.

    Is there any workaround that I can make, to make it blend with the rest of the environment?
    Thanks

    Click image for larger version

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    #2
    You can try with the option "Light as if Static" on, inside the Lightning tab of the door.

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      #3
      Thank you NasteX for the suggestion.
      I will try it and I will let you know if it works.

      Comment


        #4
        Doors are an issue, the engine uses a sort of light environment probe to add indirect lighting to dynamic objects. Works fine for things like a character, but for a door you have drastically different lighting on the inside and outside and it blends the two together.

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          #5
          Like darthviper said, movable objects get their lighting by sampling one or a few lighting samples (Show > Visualize > Volume Lighting Samples). No matter what, you can't get it to feel grounded in the scene without all the AO and precise lighting that you can easily get on static objects.

          "Light as if Static" will mess things up for you. The areas where the wall and door meet will be completely black, and the two separate rooms will clearly have shadows and lighting from a closed door. You may have to use a different colored material to fake what you want.
          Theia Interactive makes immersive VR experiences in collaboration with the world’s leading companies and creatives, leveraging this bleeding edge technology to pioneer the next generation of entertainment, storytelling, and customer engagement.

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            #6
            Either that or use dynamic lighting for everything

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              #7
              Thank you all for your input.
              I think I can live with the occluded areas where the door meets the frame and I will have to make the rooms be evenly lit, so there won't be that much noticeable difference from each side on the door.

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                #8
                Do you have the indirect lighting detail volume on the map?

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                  #9
                  Originally posted by jonimake View Post
                  Do you have the indirect lighting detail volume on the map?
                  If you mean LightmassImportanceVolume - yes I do have surrounding the whole apartment

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                    #10
                    Originally posted by numsi550 View Post
                    If you mean LightmassImportanceVolume - yes I do have surrounding the whole apartment
                    Actually, never mind. I thought that the indirect detail volume places a higher res grid in the volume, but reading documentation it doesn't.

                    Maybe try the "Indirect Lighting Cache Quality" setting on the door mesh and set it to "ILCQ Volume".

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                      #11
                      Sometimes all you need is Dynamic material instance and per object AO scalar parameter that you hand tune to match the look.

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                        #12
                        What if you set the door to be hidden, And then set it to visible in the level blueprint?
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                          #13
                          Originally posted by jonimake View Post
                          Actually, never mind. I thought that the indirect detail volume places a higher res grid in the volume, but reading documentation it doesn't.

                          Maybe try the "Indirect Lighting Cache Quality" setting on the door mesh and set it to "ILCQ Volume".
                          I tried setting the "Indirect Lighting Cache Quality" to "ILCQ Volume", but it turned up even worse.
                          I also lowered the "Volume Light Sample Placement Scale" in the Lightmass settings to 0.25 (the default value is 1), so there would be more samples, but still to no avail.

                          Click image for larger version

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                          Last edited by numsi550; 04-14-2016, 11:56 AM. Reason: added screenshot

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                            #14
                            Originally posted by ryan20fun View Post
                            What if you set the door to be hidden, And then set it to visible in the level blueprint?
                            I tried this and it doesn't make any difference.

                            Comment


                              #15
                              Originally posted by Kalle_H View Post
                              Sometimes all you need is Dynamic material instance and per object AO scalar parameter that you hand tune to match the look.
                              Could you explain a bit more in detail, so I can try out your suggestion. Thank you.

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