This is probably a strange question, but I have encountered such a problem that with standard dynamic lighting, enclosed rooms without access to light are quite bright. Despite the fact that I need darkness in such rooms.
I probably don’t understand something about how to do this, but I don’t plan to use Lumen, although it solves everything. I am sure that there is a solution without it, so I ask for help - tell me how to fix dynamic lighting so that the shadows are realistically dark.
Typically the reason for this is that the level was constructed out of BSP brushes, which can’t generate distance fields, are ignored by hardware raytracing, and don’t work correctly with virtual shadowmaps… so they just don’t function correctly with any of Unreal’s moden lighting features.
So, how can this problem be solved?
Create a new level with some special settings or what?
what happens if you lower the skylight intensity?
Oh sorry, I missed this bit. You cannot shadow the skylight without Lumen or baked lighting. If you are not going to use Lumen or baked lighting then the only way to resolve this is to lower/disable the skylight when you are indoors, per glitchred’s suggestion
Well, it turns out exactly what I need.
Thank you for pointing this out.
I haven’t started to figure out how the light works yet, it takes all the time to polish and add game mechanics.
If it’s not difficult for you, the shadows are hard now, which sliders can smooth out the shadows and make them smoother?
Also, if it’s not difficult, is there any resource where it says how to work with light so that I read about it before going to bed.
I understand that this topic is more complicated than a couple of sliders, but now I want to set up a temporary solution purely to understand the atmosphere at the level.
to get smooth shadows you gotta increase the source radius. for the directional light it’s the source angle.
you could bake that using lightmass. if you prefer to keep it realtime dynamic lighting this will work to some degree with virtual shadow maps. you won’t get smooth shadows with plain shadow maps. only contact shadows with some form of hardening for intricate details.
i guess raytracing is not in your plan at all, so i will not include that. (but tell you that those are the soft shadows you would want).
It’s really easy to use Lumen, but I’m afraid it will put a lot of strain on the project. I think so because I don’t know how demanding it is for a player. If Ray Tracing is clear, then the system level for Lumen is a mystery to me.
What are the bsp brushes ? So I know to avoid them if they are so troublesome. Are they made with the left panel where you click to make a cube, a cone, cylinder…etc ? They are quite convenient.
Yes but more specifically, it’s the ones in the geometry tab:
You can use them, but in order to work correctly with Unreal’s lighting you need to convert it to a static mesh, which can be done at any time by using the button in the actor details:
Thanks. That’s helpful to know one can still use them.
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