Hi everyone,
Is there a way to prevent such bad lighting with emissive material in a Niagara particle?
The back of the corridor should not be enlight.
Hi everyone,
Is there a way to prevent such bad lighting with emissive material in a Niagara particle?
The back of the corridor should not be enlight.
With UE5 emissive now lights the environment by default.
You can stop it from happening with a hack in the material
Actually, I have no issue with the fact that the material lights the environment.
But I do not understand why the light is on the background while the closest wall is unaffected by the material.
I guess it is due to some screen space calculation but I do not get it.
I’m going to check your link, it can help me ^^
I made a short video to better explain my issue:
Do you have global illumination set to ‘screen space’ or Lumen ( project settings )?
Yes we are using Lumen in UE5.2.
But I guess Lumen is not ready to deal with transparent and emissive material?
I manage to deal with it by preventing the material to participate to the Lumen scene.
I also know that the command r.Lumen.ScreenProbeGather.ScreenTraces = 0 make the light trace disapear, but it also reduce the indirect lighting quality.
This is an issue with Lumen when using TSR, I noted it here and here:
A fix is coming (as I understand it) but in the meantime you can use TAA.
I just saw your answer, and thank you it was exactly this issue we faced.
I keep that as an answer.
Have a good day