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.
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
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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 ?
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.
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.
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).
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:
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).