[=unrealguy;67334]
Hey Virtush,
I use Blender also and with the ability to use fbx format does wonders. I noticed you been with UE4 a week now and wish there was a dynamic lighting solution. Well there is one in the works if you’re interested. I am currently using it and have learned how to work around it’s imperfections i.e. crashing, light bleed, etc.
Who started it
://www.lionhead/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/
How to enable it
https://forums.unrealengine/showthread.php?530-How-to-enable-Light-Propagation-Volumes-GI-WIP-AND-BETA
Test I have done
?v=DGNOzq2JpRQ
It can crash if you have a mesh with multiple elements and one is set to translucent. Just make sure whatever mesh you want to have translucency is a separate mesh.
If you still want to use lightmaps but dislike the baking, go to World Settings top of the screen and click it and the options will show up on the right side. Scroll down to “Force no precomputed light” and check it. That will turn off the building light while you work.
Hope helps
Cheers
[/]
Cool. Have you done a test between LPV and standard light mass? I wonder how that scene benchmarks. I say because I am going to start building a game again and I’d like to do it using the OpenGL backend along with LPV. Freedom from that 2nd UV set is a really nice thing to have.
