ArchViz / Lighting

what are good settings to edit in the BaseLightmass.ini

He answers on the first page:
[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=32
NumPenumbraShadowRaysScale=64
ApproximateHighResTexelsPerMaxTransitionDistanceScale=9
MinDistanceFieldUpsampleFactor=7
NumHemisphereSamplesScale=64
NumImportanceSearchPhotonsScale=6
NumDirectPhotonsScale=32
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=32
NumIndirectPhotonsScale=64
NumIndirectIrradiancePhotonsScale=32
RecordRadiusScaleScale=.45
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2.5

Thanks for showing those renders, I finally decided to try unreal engine out for myself after seeing your incredible results!

Could you or someone else explain a bit more the setup with the spot/reflector that is giving that incredible light inside? I’m new to the engine and I don’t really understand particular setup.
Thanks!

Salut , fantastiques images!

Est ce que tu as recu mon message en PM?

ah right. apologies.

Amazing work man!

How long have you been using UE4?
I can see that in one month you produced a lot of tests in such a high end quality, could you explain a little bit more about the raining FX scene? I Loved the thunder’s lights casting shadows on the wet tiled wall.

Keep up the good work, you inspire all of us here!

Hey man,

very nice new scene! Love how you tried to apply the real world concepts of what the architects thought while building the house into the engine! Very inspiring :slight_smile:

**** …the mA-style Architects are amazing! :smiley: Love their stuff…now I wanna build some of their work too^^

Hey is it possible you could make a Youtube tutorial on how to setup the lighting in any given scene (meaning you don’t have to download a specific scene) the way you did and just give us a little training to work with so that we could replicate a scene like yours? I think it would help a LOT OF PEOPLE if you could make a tutorial. Thanks in advance.

Protip: Study Light/Matter interaction from photographs etc. and then play around with the tools given :wink: There is no “one way to the goal” thingy and as well wrote that he is constantly trying different settings to get the desired outcome :wink:
Sorry if I sound harsh, but I think its totally fine to ask for info on how he did certain things, but people should experiment with that and see for themselves what they can achieve instead of simply following the “make everything button” tutorial.

No such thing exists (okay…maybe the quixel suite is close to that :P) but a lot of it just comes down to routine and experience. And its hard work to get to that point^^

I just have to point that out again, because all the information you need is already in thread. But instead people dont read and demand step-by-step tutorials, which makes me kind of sad (sorry…had to say it^^) Its so much fun to take all the input provided in forum (please guys…use the search function^^) and start going crazy with it.

Just my 2 cents on :slight_smile:

Stunning work in here. I used to work with 3DSMax and Vray and lighting setup really comes close in terms of raytracing rendering quality. thread was the trigger for me to finally bite the bullet and give amazing engine a try!
My brother and me just started experimenting with the engine and since I mainly focused on lighting and camera work with 3DSMax / Vray thread really catched my eye.

We tried out the given infos about light setup but wasnt really successfull with the outcome.

is our workflow:

0 (before starting the editor): We edited the lightmass ini as described.

  1. Built a room with some windows and a door. Used regular wall materials and a wooden floor material
  2. Setup the direct light (sun) as described
  3. Built a mesh within UED with a white material (didnt work at first, tried to set specular to maximum, no joy either)
  4. Placed the mesh accordingly, set a spotlight in front with a strength of 16. We set the cone to capture almost the whole mesh with the white, reflective material
  5. We set the spotlight static, same as the mesh with the reflective, white material. Disabled cast shadows on the reflector mesh as well
  6. Then we set the lightmap resolution of the white reflector material to 512 (dunno if its even needed). The reflector was set to “invisible ingame” as well
  7. Pressed “build” and the lights were build.

As soon as the building was complete, the white reflector mesh was entirely black. Shutting off the directional light which points directly at the reflector does nothing after rebuild, so something isn’t working.
I am pretty used to light bounce levels and reflectors from my 3DSMax / Vray days but somehow its not working as expected…

Can somebody can give us some insights on that matter? Does it have something to do with the rest of the materials used for the room?
We would love starting a ArchViz Project ourselves :slight_smile:

Did you setup the spotlight with a not inverse square falloff?

In general, I managed to get pretty good results with the techniques described, but in rooms with more than one window (and so more than one reflector) I tend to get strange lighting artifacts on the darker areas.

Also, does anybody know what is the best way to build the walls for an archviz project?

My approach was:

  • Building single planes walls, which generally helps laying out the UVs for the lightmaps. These planes are not double sided.
  • Building an outer shell for the room to prevent light to filter in.

Anybody knows if using (closed) boxes for the walls would be a better solution, and if there is a minimum width for the wall to prevent artifacts and leaks?
What is your workflow?

Yes sir! inverse square falloff deactivated and 0.0001 as falloff value.

hmm

That is like pointing someone to a warehouse and telling them that everything you need is in there, just go look for it. Gist of the task is that the warehouse is huge and full of stuff. Most of it you have never even heard of and when you get inside the warehouse it’s pitch black and you only have a small candle to help you in your search.

I have all the tutorials and guides available for UE4, but in order to find out how to setup a scene like the dynamic sun/sky by , i would have to go through enormous amounts of information and most of it would have nothing to do with the subject at hand. I wouldn’t even know where to start, not to mention how much time it would take… Most efficient way to kill the motivation of learning something new is to make the person to re-invent the wheel. Solution is already out there, why not to share it when asked to? Forums without the exchange of information are kind of useless. Sure it’s nice to show what one has achieved and from noobs perspective an obscure description is nice, but it still isn’t helping enough.

It’s better than having someone asking for the ‘skillz’.

Lighting is art, same as modeling/sculpting… there’s no magic buttons.

I would try using a mesh created externally if you didn’t yet. I build a very simple reflector in blender (just a single plane) and imported as an fbx and it worked (it must be set to static of course).

I used the Default plane mesh with an emissive map and multiplied by a constant for the bloom and reflections, and a spotlight pointing straight to the windows, no inverse square . Got some nice difuse shadows near the windows. Also modeled only single sided faces for the walls and inside UE4 I created with cubes and subtract modes the shell to avoid undesired lights.

Here is a Wip.

Erm why are you guys posting your work on someone else’s thread? It’s hard to keep up now, mods?

Thought was a WIP > ArchViz / Lighting thread started by someone, not owned by… since we are discussing CG things here I don’t see a problem in showing some of my study results. But feel free to check out my work if you will.:slight_smile: