There’s some built-in mechanism that calculates surface normal vs angle to light source, and makes the surface dim, if the light hits at an angle. I want it gone… Some might call this cel shading, but I don’t need any banding, or edge highlighting, or anything complicated, in that regard. I just want a light to raytrace, hit a surface, and be full bright, regardless of distance and angle to the lightsource.
The final project is only going to have a few lights, with light functions, and I need the images being projected to not change brightness, just because the surface it’s hitting is at an angle. Performance is not a concern.
This is easily seen in the corners of a room, even without Ambient Occlusion, or on any curved surface. Lights fade to 0, the closer to perpandicular the surface normal gets to the lightsource. Where is this calculation happening, and how do I disable/modify it? In the image, below, I would want both walls, and the floor to be exactly the same brightness, in the corner.
Not sure, do you have a picture of what you’re referencing? I’m not concerned with what the cast shadows look like, (there won’t be any, from these lights) just that everywhere the light hits, it lights it fully. UE4 is acting a little to realistic for my purposes =]
in my first picture, I’d want the two walls adjacent to the light be fully lit, within the whole cone of light, as opposed to the darkening that happens as the light hits the wall at shallower and shallower angles. It’s not attenuation distance, as the far wall is brighter than the adjacent ones at a shorter distance, it’s the angle the light hits at.
if this is really what you want, select the light and disable “Use Inverse Squared Falloff”, then set the “Light Falloff Exponent” to 0.0
not sure you’re going to like the result though