**FloreVanackere **That sounds really good, never heard of that feature. Thanks for the tip ![]()
**Crow87 ** Lighting is fairly simple, really. I use Distance Fields AO for large scale occlusion, and HBAO+ from Nvidia Tech thread for smaller contact shadows. The rest is just manually placed lights. Sometimes I use point light’s min.roughness at 1, which helps simulate ambient light, and use those as fake fill and bounce lights. It’s not perfect but sort of works
For light fixtures, I actually have a master blueprint, which contains a fixture mesh, direct light and “bounce” light. That blueprint has variables like glow, glow color, light intensity exposed, so I can reuse them throughout the level. Saves a lot of time this way, compared to placing all those manaully.