You know what I just noticed the lights shine right through the geometry if the attenuation passes through the geometry. How strange…
Okay, last one for this scene - I’ll do a daylight scene and learn some more.
Thanks for everyone’s help!
I don’t think you need an HDRI for an interior scene, most of the time the light that you get would just be a light blue color coming through the windows. It might be messing up your lighting.
You can adjust sky color lighting contribution in the global lightmass settings, so if you want some ambient light coming through then you can do it that way.
Okay I’ll try that thanks. In Modo I would just use the environment, which is essentially the sky, as my ambient fill for an interior. Worked great because you could boost the intensity and the render cost was extremely low.
Also—make sure that if you have one-sided geometry that you go to the mesh properties and set it in the lightmass settings to cast shadow as two sided, otherwise lights from outside will go through the walls.
I’ve been setting the materials to two sided is there a difference setting mesh properties to two sided? I wonder if that’s why the sofa had the lights going through it?
I think it should work properly if the material is set to two sided–though I think that it might lower real-time performance, setting the lighting to build as if it’s two sided would only affect how the lighting gets built but wouldn’t lower performance during real-time.
Doing a scene right now, looks like skylight does not cast shadows, so disable the skylight and you should get more accurate lighting.
Good to know thanks!
I wonder why there’s not a single video tutorial out there explaining HOW can you do the build/compile/integration for the Gameworks stuff. That UE4 gameworks thread looks like a big rave party with lots of high people. With more than 2000 replies it’s almost impossible to learn something, specially with so many misinformation. I’ve been modelling for film industry for ten years, and I’ve done some work for all the big studios out there, however I NEVER needed to write a single line of code. Looks like there’s some sort of secret society or alien society you just can’t get in, specially if you’re a NATIVE MODELLING ARTIST. It’s really frustrating to see such a great game engine like UE4 and discovering that every single thing demands you to build, code, and doing everything that is not art related. Sorry for the whinning, I’m definitely throwing out the towel…
You are right fmfurian but the whole gameworks stuff is still in alpha stage if i’m not mistaken, so documentation isn’t their main focus I guess. Dunno!
You don’t have to code to get the Gameworks stuff working–but it’s definitely buried within that thread, so it’s not easy to set it up. And each time there’s a new update there’s a potential for issues.
For Gameworks you take the latest branch eg. the UE4 with VXGI then compile it with Visual Studio. I haven’t tried it but as long as it compiles it shouldn’t be too insane. Theres’ some stuff regarding Github (forking things so you can have different versions of source code to then compile to different Unreal Editor versions).
But yeah for artists I’m sure what I just mentioned above sounds insane.
Programming definitely sounds like an secret cult but it’s really not that bad.*
I want to start doing some Twitch stuff about these first-step-roadblock kind of stufff but I’m still recovering from a flu.
*The exception being things like compiling your own graphics driver for an obscure version of Linux, now that is some arcane stuff I might never understand. Those things are (for me anyway) copy-paste-enter-pray.