Is it me or have I not seen too many people enable GI in PostProcessingVolume (or anywhere else) before ?
Does anybody have input on Skylight settings for an indoor scene with a visible exterior? I find it’s not lighting the interior of my scene very well but starts to looks good when I bump up the intensity between 10-20. The problem with that is it makes the exterior road look super washed-out. Using a HDRI and skylight, with pretty typical lightmass settings (no *.ini edits). Are there other settings you can use to increase the GI brightness?
Secondly, I’m getting this odd shadow on the exterior of my building. Has anyone experienced this? I’m assuming its an easy fix but can’t seem to find anyone else having the same issue.
Thanks everyone, as always.
Your “environment” is projecting shadows? did you check the ´s hdri tutorial?
Yeah that’s what I followed, I will double check the tutorial though. Thanks
You can always change the value (make them darker) of your exterior materials if it’s only interior shots. I thought people were using two post processing volumes in such instances? And you can play with the exposure control in the post processing volume.
I forgot all about people using two post processing volumes. I should just start DM’ing you my questions directly !
The box on the ground was caused by my box reflection capture. I just increased the size to encompass the whole scene. Not sure if that’s proper but it seemed to do the trick.
Hello James,
don’t push the intensity of you light so hard, try to lower them and than play with auto exposure.
I use the following settings for my scene. Maybe this helps you out:
Editor
Static Lighting Level Scale = 0.2
Num Indirect Lighting = 20
Indirect Lighting Quality = 1 (because I use UE 4.11 Preview 6)
BaseLightMass.ini
NumHemisphereSamples=256
RecordRadiusScale=0.65
Build in “Medium” quality
Skylight settings
Lower Hemisphere = true
Intensity = 2
Light Color = 200/211/255
Directional light settings
Intesity = 2
Temparature = 4500
Post Processiong Volume settings
Fringe Intensity = 0.1
Vignette Intensity = 0.1
Grain Jitter = 0.1
Grain Intensity = 0.1
Bloom Intensity = 0.3
Lens Flare Intensity = 0.1
Ambient Occulsion Intensity = 0.4
Ambient Occulsion Radius = 14
Ambient Occlusion Power = 1
Ambient Occusion Quality = 100
Screen Space Reflections Quality = 100
Screen Space Reflections Max Roughness = 1
Screenspace Reflection Quality = 100
I’ve learnt to get a right light balance first before tweaking the brightness of the scene with auto exposure.
Cheers
Marcel
Thanks a lot Marcel! I will try this out!
BaseLightmass
I found a BaseLightmass from Evermotion archinteriors for UE.
They changed the next settings:
BaseLightmass.ini (Evermotion Archinteriors for UE)
[DevOptions.StaticLighting]
NumUnusedLightmassThreads=2
[DevOptions.PrecomputedDynamicObjectLighting]
MaxVolumeSamples=50000
[DevOptions.ImportanceTracing]
AdaptiveBrightnessThreshold=.05
NumHemisphereSamples=128
[DevOptions.PhotonMapping]
DirectPhotonDensity=4096
DirectIrradiancePhotonDensity=4096
IndirectPhotonDensity=8192
IndirectIrradiancePhotonDensity=16384
[DevOptions.IrradianceCache]
RecordRadiusScale=.4
[DevOptions.StaticLightingMediumQuality]
NumShadowRaysScale=8
NumPenumbraShadowRaysScale=16
NumDirectPhotonsScale=8
NumIndirectPhotonPathsScale=10
NumIndirectPhotonsScale=20
[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=24
NumDirectPhotonsScale=8
NumIndirectPhotonPathsScale=8
NumIndirectPhotonsScale=16
NumIndirectIrradiancePhotonsScale=24
I have not tested yet.
hi guys,
all this ini that i’ve seen on this post… some ini setup is good by mobile?.. because i have a project with some dirty on walls, floor and top.
hi everybody…
i made test on my pc
i7-950 with 12gb ram ddr3 and gtx 650… a little old pc but is a warrior.
Version Unreal Engine 4.10.4
there is a little difference on 2 test on the first picture… the rest is ok… but i can wait a little more time to get nice quality.
is perfect… but a scene without interiors take a big time to build…
to be continued…
i make a new test with with NumHemisphereSamplesScale=128, walls on 128, roof/floor to 512… get nice quality/time… 21minutes… from 1 hour with 5 minutes to 21 minutes. is a big win… going to test with next scenes…
thanks about values of koola and .
the second scene… i put floor and roof on 512 of resolution mesh to lightmap by walls i put 128.
setup lightmass:
0.4
100
4
1
lightmass ini the same like before test:
NumHemisphereSamplesScale = 128 on quality medium
time: 12:34 minutes.
Have you tried 4.11 yet? These tests/resultsd might not be quite as useful after it releases. Great work though, I’ve been trying to avoid editing the Baselightmass but this is making me want to start doing it again!
I really don’t get it how you guys do all of this, whenever I change something inside the .ini file. I see no changes… I also have a way to large lightmap because of the weird black blotches, and I already tried the Hemisphere thing in the .ini file…
Sounds like a UV problem MeNnO539, can you post a picture of them?
Leave the ini alone guys, 4.11 + portals can achieve a very clean look. Artifacts most likely come from bad lightmaps or low lightmass settings (those in the editor itself).
nvm James, I found my problem. I never used a skylight before and now I used it and got the same results
thanks for the help though!
(and I didn’t uncheck ‘compress lightmaps’)
Those look pretty good. You’re getting a moire pattern in your fabric is your texture 1024x1024? shadows could be a touch stronger I think.
So, with 4.11 is this thread now moot? Are people changing the .ini still in 4.11?