Hello I am making an office type building and I have windows with directional lights through them meant to emulate the sun. But unfortunately that still leaves weird looking shadows at the top of my walls so I put point lights there to get rid of the shadows. But the point lights reflect through the roof and makes it look very obvious where the light is coming from. Does anyone know how I can still have the light light up the room but not reflect off the roof. The point light is not meant to be seen by a player.
I would use standard “sun light” which comes with new level template and let the sun shine through the windows instead of making “fake” sun lights in each window. I think that Lightmass Importance Volume should also be present on the level, to make sun lights more realistic.
When re-building lightning in your editor you might also want to change the quality of shadows to “production” and check how would that light look in final product.
More about Lightmass Global Illumination:
Thanks this is exactly what I want but once again I cannot find the minimum roughness property.
Okay thanks guys I found it, Once I finish updating all my lights I will check to see if the reflections are still there
Alrighty unfortunately after rebuilding my lighting the reflections are still there, to keep things straight I took a picture of what the reflections look like
Thanks, I will do that but I can’t find where the “sun lights” are in the editor. Are they within the properties of a directional light, with in the editor or are they in the content browser? Anyway thanks a lot
Bump Min. Roughness value of the light to 1 if you want the light to emit light but dont show up on reflections.
When you select the light and search in the Details window for “Roughness”, what results are you getting back?
Select the light then look at Details panel. There is a little arrow under Light tab, extend it and you’ll see the advanced settings.
Hello All
can you please someone tell me how to hide the middle marked attached light source of point light in unreal engine.
Thanks
There is a setting in the point light called “volumetric scattering intensity” when you set that to 0 the light source disappears and doesn’t seem to affect the light its putting out.