The lighting you suggest will only work for directional lights, assuming objects are placed in more than one spot and/or move.
Thus, you can just copy the directional light rotation values in the engine, and plug them into a directional light in Max (or whatever) and they should line up!
Yeah i think the best way to bake the light is with 3rd part SW like 3ds Max which is the same method that KVogler made but easier , hope one day we see UE4 can let us export and import bake light for an object which will save a lot of time .
Could you pls share screenshot of the material nodes that you made in UE4 editor to import the shadow for the floor ?
I just never used Max (or Modo) for shadowmap baking. Thats why I MacGyverd it in photoshop
Sure
Although the material is surprisingly simple:
Thanks a lot mate
If you really, really, really want baked lighting, you have two options:
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Bake light in your 3D modelling program into textures or vertex colors, then apply it using materials.
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Use instanced levels instead of spawning actors for building your dynamic levels. UE 4.13 added an easy way to spawn levels in blueprint, the “Load Level Instance” node. This way you save each “piece” as a different level and can bake lighting in each of them.
i still didn’t download 4.13 , seems time to check it , thanks a lot mate for this info .