Hi I’m using built-in water system to create underwater city. One problem is that the light does work underwater. I put a sphere with emissive material underwater, but it does not really light up. Any tips will be greatly appreciated!
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Is lumen turned on? Emissive light will not propagate through volumetric media without it, alas. And, is it visible in the lumen scene?
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Are you referring to the SingleLayerWater material with the unreal engine system? It behaves very strangely compared to the rest of the engine, and your version number may have an impact on behavior.
Thanks for replying! I used WaterBodyOcean and the lumen is on…
I have one more question, do you know how to adjust the opacity of the water?
Off the top of my head, no, but I know that unreal engine has good documentation on some of the basic art controls for SLW, and that is one of them. This link should help you understand SLW from a shading perspective:Single Layer Water Shading Model | Unreal Engine Documentation
The SingleLayerWater is deeply integrated with the ocean system in general, and has some very peculiar quirks around lighting. There’s a chance lumen might simply not work with SLW, but I’ll perform some testing of my own.
Thanks Jblackwell! I did not manage to make lumen work, but I was able to make underwater brighter, which kinda does what I needed. Thanks for your tips anyway!
I’m happy to help if I can. This is somewhat interesting as well, the path-tracer just got initial support (have yet to test it though) for the SingleLayerWater shading model, and I’ll be interested to see if it supports GI propagation underwater now. Hope your project goes well!
hey, did you guys find anyway to have lighting through the ocean material when there is no objects around. I am very intrested in this and have been trying alot of things but nothing seems to let you have an translucent material inside the water post processing