It is my first post here and let me tell you that I am thrilled that many people show interest in the same field as I do. I saw these tests was posting and decided to make something similar in CryENGINE to compare the results. I think is a nice video for comparison of the two engines. is what I have come up with.
Any comments, critiques and short speeches are welcome. Enjoy
UE4 has batter quality IMO. The post process is different between those versions though. Maybe it’s possible to achieve similar results with both engines with LPV and similar post process settings.
The scene with GTA assets is especially impressive.
It shows how advanced lighting solution, can bring up even low quality (for age) assets to live.
Especially when that lighting is interactive.
Hi everybody…
Concerning with the “lightmass code” There are 2 files…
Inside each project, there is a file named “Lightmass.ini”
While inside the UE4 application there is a “BaseLightmass.ini” file
My question is;
Which one shall I modify to get the effect…
The other benefit of UE4 over cryengine is the price. Cryengines new cheaper license does not allow it to be used for Archviz, so its pretty much not an option for “legal” Archviz projects. We licenced Cry for archviz for 2 months, but cant say how much it was. It was VERY expensive.
Hi,
I’ve been following the thread and learning 's lighting techniques also just started to get my hands on UE4.
Mimicked a scene as one of 's but didn’t get the BSP stairs lit up properly, the lightmap reso on “each” face of the BSP is 256*256. It’s probably a total overkill but just thought I could get better result.
Just wondering what would be the best practice to get the darker areas lit lighter. Crank up the spotlight intensity? or sould I convert BSP to meshes always? Thanks!
For BSP lightmap resolution, lower numbers equals sharper shadows, see bottom of page here: .unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightMobility/StaticLights/index.html#lightmapresolution
256*256 lightmap res on a BSP would probably result in an even tone across the whole brush, which could be at least part of the reason why your stairs are so dark.
Aside from that, crank up directional/spot intensity, increase the light source’s indirect light intensity, and increase number of bounces to perhaps 100 in World Settings -> Lightmass: .unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Lightmass/index.html#worldsettings
Each additional bounce incurs much lower processing cost than the first few, so don’t worry about jumping right into such a high number.
Hey !
Your work is ! I like the look of your scenes, you really captured the v-ray essence or even better, I was truly inspired by thread. I was wondering, how many people worked in the scenes? the quality is superb!:eek:
Is only personal work or is it going to be in some sort of arch-viz app for a company ? It would be great to be able move around in environments
Cant wait to see whats next! Keep the work.
Cheers!
I know people already commented on how to help fix , but I wante to also add, if you are using auto exposure, cracking up the spotlight intensity would actually make the daker areas even darker. Turning down the intensity would actually be a better solution.
If you want the changes to affect EVERY project you make with UE4, change the BaseLightmass.ini.
If you only want to modify a single project, Lightmass.ini is the way to go.