Lets make Lightmass EPIC (and understandable)

is right, 256 (and even 512) for your big walls is really not enough… try 1024 for each section of your wall or detach the interior face and assign a lightmap to it so it takes as much place as possible on your uv map and leave the rest of the faces on a low res lightmap. By detaching some parts, you reduce the risk of light leaking from a part to another on your mesh too!

Ex. The red face is detached because it will be the only visible part in my house. I’ll assign a lightmap with a resolution of 1024x1024 to it. The rest won’t be shown so I leave the default lightmap res (very low). You cannot have a better lightmap than that for your interior. A single face that occupy almost all your uv space!!! This does not cause any problem because I still have geometry behind to block light from coming in!!! It wouldn’t work if I only kept the interior face tho ( at least not with some blocking bsp).

And with a script to flatten everything it does not take really longer to make it this way.

There is a new update available, is someone can tell us if there is any improvement about lightmass…
Thanks for this thread, it’s very helpful !

I suppose that lightmass doesnt have to be improved for the moment (and indeed isnt part of the release notes for 4.10). One nice addition to expect will be light portals from , maybe in 4.11.

After that, we can throw Vray out of the window :smiley:

After that, we can throw Vray out of the window :smiley:
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I’m not convinced about that. I still see some things to overcome such as reflections and better material shaders. One of the weak links I see in a lot of the images is great materials and reflections and I’ve seen most of the great UE4 users work.

I need your help guys, I’m confused regarding the skylight and sun light, to get better results should I use both together like in vray with the hdri dome and vray sun ?

Were you able to solve this?
If yes, Can you let us know how you solved it?

It depends on what you want to achieve. Start with a base skylight+hdri all the time. If it’s an overcast day, leave it as is. If it’s a sunny day add a directional light. Skylight is fill light, Global illumination…you need it.

Not yet, I have to finish another project before going back to this. When that happens I will make a new topic so we don’t overflow this one.

Has anyone figured out how to rotate the hdri used to light the scene? Is it possible to also have a visual representation of the hdri’s orientation for better adjustments?

Has anyone figured out how to rotate the hdri used to light the scene? Is it possible to also have a visual representation of the hdri’s orientation for better adjustments?
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I am too still looking for options to rotate cubemap in SkyLight, meanwhile here is the workflow to rotate HDRI which has been used in EditorSkyshere as a background.

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I am working extensively for creating a tutorial which will cover complete Lighting Workflow for Arch-Viz (Exteriors and Interiors) in Unreal Engine. Will start updating my blog soon. Thinking of making video tutorials also, but little bit reluctant about that (shyness).

Very handy, thank you .
I’m looking forward to read your tutorial !

Looking pretty good man, thx for sharing :smiley:

Try blueprints BP_LightStudio, which is in the Starter Content.
I changed it a little bit
Project: MEGA
Preview BaseLigntmass.ini settings from : MEGA
Screenshots:













  1. disabled PrevisArrow

    2)Switch SkyLight 1 static

    3)Disable sun

    4)Sun used separately

    5)Disabled Atmosphere and fog

Those look pretty good, thanks for sharing. I see aliasing on the shadows in some shots, any way to fix that?

i wonder how this can help archviz creators in future, i know that baking still has highest quality but still…

It’s normal it’s the editor view and screenshots (low res).

I got the same aliasing on lights when I exported a matinee sequence. Any clues why that is? It was on the actual light being cast on an object.

That’s because his lightmaps are too low res… The floor is way too big for 1 lightmap.

So is this working for rotating the hdri that bakes the light? Or just for visual/rendering?

I would like to be able to rotate the hdri in such way that the sun on it is positioned where I have the most light coming through my indoors. ( not for visual but for getting the most light come through when baking).