How do I make a specific area dark?

I meant the "shadows " settings scalability

I followed everyone’s instructions on PP volumes and my cave looks like Mousevirus’s above as well :frowning: …

The main things are

  1. Turn off auto exposure

  2. Reduce the skylight ( maybe )

I downloaded the fog sheet blueprint from the Blueprint sample in the UE marketplace, migrated it to my project and made the fog black and it worked ^^

I’m not sure why these didn’t work for me. I ended up using a fog sheet instead. Thank you for your reply though ^-^

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For those who still may not have figured it out, what worked for me was Project Settings > Engine > Rendering > Global Illumination and set Dynamic Global Illumination to either Lumen or Screen Space

But what if you provide graphics option for the player to set the shadows to low?

Nope. Doesn’t work. Copied it exactly.

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Presumably you saw this

image

That’s it in action…

Yeah. But it doesn’t work for me and I can’t figure out why.
I need certain areas in the game, like certain enclosures, to be completely dark. I can achieve that by just blocking light, but what if the player turns shadows all the way down?
So that’s why I was interested in this.

This

image

is meant to be a parameter. It’s the position of the effect. If you don’t change it, the B&W area will be at 0,0,0

Do you have that?

I made a BP

Using a collection parameter in the material

dark

I just copied everything again, but doesn’t work. Is there any special setup for the blueprint that i should do or something?

Edit:
Nevermind, apparently the darkness was there, just way out to the side of the blueprint gizmo.
How did you make yours be at the center of it?

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The location of the BP is getting passed to the material by the construction. That should do it, no?

It does, but somehow, that darkness position changes according to the camera position for me.
So if I pan around the viewport or move in any way, the position of the dark area changes as well.

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I checked it out, I don’t have that. Are you doing something different, like using third person character, or…?

PS: Power node works better than just adjusting brightness

GIF Recording 2024-07-17 at 8.26.02 PM
Nope. I’m in first person.

Unless you post screenshots of your material and the blueprint creating the MPC, we will be the only ones in the dark.

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So, first I created the material parameter collection:

Then I created the material:

Then I made the actor blueprint:


And I’ve put it in the level as you see in the gif above.

Given that the construction script is setting the MPC value, we can be sure that the value isn’t changing. The only other part of this equation that could change is the world coordinates. It seems like the changes are based on the viewing angle - so it’s related to FOV. Are you using a panini projection or some kind of effect that could be altering the world coordinates based on view? If you’re not sure, just plug the world coordinates into a frac node, and then into the emissive so you can see if the grid changes as you move your camera.

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You mean like this?


GIF Recording 2024-07-17 at 11.14.58 PM
I’m not sure what I’m supposed to see.
Not using a “panini projection or some kind of effect that could be altering the world coordinates based on view” as far as I know. I have just started messing with materials and such on this project.