Hmmm…sadly they seem to only accept light from the directional light (like in CE3) even if all light types have the option to contribute to an LPV. Hope will change in the future since gi from lamps etc. would be very much appreciated^^
Yeah…I have to admitt that I am a little bit spoiled, because we had an Enlighten integration for UE4 at the office which was pretty , but we still decided to drop it because it needed too much mainenance. Enlighten was able to have gi from everything during runtime, but you still needed to precompute static for lightinteraction.
I am really hoping we will get realtime gi without precompute (so just drag and drop stuff in and it works^^) for all lightsources generation. I love fast iteration times
Also, I saw a tread in the suggestions to epic section where people ask for a reimplementation of voxel lighting for high end users…that would be
…Which is more or less what I said RE: OpenGL and compute shaders. Technically you could test under Windows as well for GL 4.3. I’m kinda curious now if UE4 uses anything with compute shaders that wouldn’t otherwise work with OpenCL within the context of Apple’s API.
Yeah, i tried it there as well but when i place a directional light and set up the properties it’s shadows have preview tiled across them until i do a rebuild even though i have static lighting disabled, i also don’t see the GI effect working…
I have a modern video card in SLI with all the latest drivers on Windows 7
A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums There you have your wiki page. If someone knows how to make it better, feel free to add pictures or fix the formatting.
Also, i have no idea how to add that page to tutorials category, never edited a wiki, so help me with that please.
edit: nevermind, found how to add it to tutorials list.