Hi, I’m trying to make an HDR skybox, so I made a sphere in Maya, inverted the normals, and imported it into UE4. In Photoshop, I took an HDR panorama (Latitude/Longitude type), and saved it as 32bit DDS. Once imported it in UE4, I’ve set the compression to HDR, created a material for my sphere, and plugged the HDR texture in the Emissive slot.
So far so good, I scaled up the sphere to 1000 units, and I put a SkyLight in my scene, set to SLS Captured Scene.
The problem is that I can see the reflections from my HDR image, but they look… LDR!
I have a lot of bright spot, as well as the sun, and they have very high values (I double checked in Photoshop) but the reflections of these bright spots are the same intensity as the rest of the image. it looks like my skybox is treated as LDR.
I can also tell, not just from the reflection, but simply looking at the sky sphere, the bright spots don’t look as bright as they should.
Am I doing something wrong? How do I “activate” the HDR in my scene?
Also, in the SkiLight properties, I turned on “Cast Shadows” and set the Mobility to “Movable”, but the shadows are REALLY low res, and they also “move” in a wobbling way even if the camera is not moving. And the “Indirect Light Intensity” parameter doesn’t do anything… What’s going on?