Oh great thank, didn’t that in the past only change the visible part of the light and not the actually emitter ? I missed a few months of updates.
Anyway seems to do what I want now, thanks for pointing it out.
I use Enlighten in In Unity for exteriors, as an artist not able to script I find it’s not that great for interiors, lot’s of banding and it’ screws up easily and all the time. Enlighten is nice in that you can move your lightening in real time in the editor, but it’s doesn’t look anywhere as good as what I see with Unreal. The version of Enlighten in Unity is fairly old from what I gather, and it’s buggy, so maybe a more modern version in Unreal might work a lot better.
It is very useful to understand.Download is not available now.Is there any to download this project?
This is very useful to understand.Download file is not available now.Is there any other way to download project?
Hi there. i droped unreal long time ago. how this is going so far? no more tweeks to the ini file with new version?? what about portals? any resume of the situation?
sorry wrong place
I did a bit of reading about distance field soft shadows but I can’t really figure out if it does increase the quality in a normal static scene ( without moving light sources) or not.
Anyone here that can shed some light on this subject ?
Distance field soft shadows are only useful for dynamic lights. You can make area lights for baked lighting by increasing length/radius.
Thank you note
Hello there!
I’m relatively new to fully using UE4. I gave it a quick glance when it came out for free, but just until recently I decided to use it on an Arch-Viz project.
It’s been quite a bumpy ride for me. But I am so glad I stumbled upon this thread. For the past few days I’ve been reading this whole thread (I’m a very slow reader). And I am so grateful to many of you, everything you did for the community. Wow.
@ thank you for having the inniative of making this thread with very specific examples of what the issues with the engine were and what we needed out of it.
@ thank you for listening to the community and implementing so many great changes so quickly.
@koola and @, thank you for raising the bar so high and experimenting as much as you did. All that time you invested saved so many people so much time. And for being so kind and sharing your findings and knowledge.
Thank you to everyone else who contributed to this thread and making lighting in UE4 so awesome and simpler for those of us who come after all of you.
And @, it’s really cool to see that after 2 years, you being one of the first to comment, you’re still commenting in this thread. That is awesome.
Seriously, you people are awesome!! You’re the unsung heroes of the HD light baking war.
Cheers!
Hi
Some general question here, maybe is not directly related to lightmass at the moment but you guys seem like you could help anyways. (Sorry if my question ended up way far frome the subject, in that case, pointing some references would be nice)
For a VR application (PC) im doing some Arch Viz interior scene, that means we would like to make all the lights static, but when making the light maps im losing the hard shadows form the directional light which is suppose to be the sun that enters frome the main and big window to the living room of the scene.
I know i’m suppose to share some screenshots and stuff, but at this moment i don’t have permission to do so from my employer, so im trying at least to have some general suggestions while i get that permission.
The setup is a directiona light and a skylight with a custom HDRI. I do know that for static lights we have a previz before lights are built, so we have very harsh shadows from that previz before baking. What happens is: i would like to keep those hard shadows on this scenes, or at least to have less soft shadows than im getting from the bake (which i know is a weird request hahahaha).
Any suggestion would help, any. Im open to experiment because my art director is requesting those shadows and for now, that’s the biggest problem i have with this scene.
Thanks.
My first guess would be that your mesh lightmap sizes are too small? or your UV distribution is large or your mesh itself is too large as well. It helps when you breakdown your mesh into smaller pieces so you can get more details on your lightmaps. Try to bump up lightmap size a bit more to 1024 - 2048 just to testing purposes
[QUOTE=;664751]
My first guess would be that your mesh lightmap sizes are too small? or your UV distribution is large or your mesh itself is too large as well. It helps when you breakdown your mesh into smaller pieces so you can get more details on your lightmaps. Try to bump up lightmap size a bit more to 1024 - 2048 just to testing purposes/QUOTE
It’s a room similar in size to the one in post #296 on this thread, what im getting right now is actually similar to that result but i need some hard shadows.
I think my UV are good enough and my lightmap is a 1024 at this moment (taking into account only the floor which is the most noticeable part anyway). I will try then to split the floor and see what happens.
Thanks.
If anyone has any other suggestion i will take it into consideration aswell.
Hi
reccommends in his tutorial not to use bounce cards or ‘ghost spotlights’ as i them (for example, fake light sources outside windows) in the scenes because is not physically accurate, and i can understand why that is, but i would like to hear your thoughts on that matter because there is no guidance to be found about their use.
That recommendation is an absolute no for you guys? If not, In which situations and where in your scene you should use a bounce card (or several) or spothlights?
I know that’s a very open ended question, but i think we can find some summarization here based on everyones experience. At the very end i know is a matter of study photography for interiors like any respectable photographer and apply that knowledge to UE, but for now let’s try to keep simple.
Thanks
Does anyone know what this guff in the edges is?
Those artifacts tend to dissapear when you crank up your world settings. Try for example toning down your world Scale Setting.
Looking for general advices in this scene.
No Post process.
One Skylight (with HDRI) and Directional light, a number of interior lights.
For this bake i just used the Medium Quality and toned down my World Scale to .2, bounces to 15 and Quality to 10.
We feel the light is not quite balanced yet, and there is a noticeable contrast, but cranking up the settings on the lights washes out everything.
Any advice?
Thanks.
Lightmass needs this feature!! It’s something similar to what was used in The Last of Us to fix seams
Wow, i just read “lighting techniques of the last of us” and that seam optimizer technology is something epic should consider implementing. +1
I have never seen this problem in the UE4:confused:
In addition to that, the author has another interesting thing, GitHub - ands/lightmapper: A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!, which is a GPU-accelerated lightmap baker.