I’d like to be able to use UE4 to light cars and other products for producing stills (yes stills) where I can, with no limitation paint a car in certain areas with certain types of light, intensity, falloff and have each light effect only the parts of the car I want them too.
Currently in terms of light channels (the means to exclude/include) a particular light actor from a static mesh/es I have only 3 (well 1 that can be used for global / all pervasive lighting and two additional channels ) that can be used to creatively include or exclude a light from a static mesh or meshes.
Obviously in offline/DCC renderers there are no such limitations so wondering if we will ever see more (unlimited?) Light channels or whether in the roadmap there is proposed means to achieve the same without crazy processing overhead? Haven’t tried to test it but did read recently too that we still can’t use light channels with the sun actor???
This freedom of creativity is a must if UE4 is to be adopted for such use cases and I know that programs like hdr light studio if implemented for UE4 + realtime interaction + raytracing would have me ditching any other offline renderer in a heart beat.
While I’m here;) easily being able to control a light actors diffuse effect would be good too (like is possible with specular scaling).
The ease, interactivity and performance of UE4 is great for automotive and product lighting (like many other tasks;)) I feel we just need to get more of the tools that can aid in the creative process of lighting and which are available in offline renderers such as Vray,/Corona etc.