We did not change any of these settings. How can I adjust it? Adjusting the exposure would have the same effect?
Or adjust the global gamma value in the “color grading” section of the post processing volume?
I tried increasing the gamma in the post processing settings. It did get brighter, but the HDRI contribution to the GI is still missing I think.
I usually use 8 frames of engine warmup for the MRQ and I can see lumen kicking in around the 4th-5th warmup frame, lighting up the scene. In case of the panoramic renderer, I dont see this happening at all.
In these images, I can see that even outside it is not lit up properly in panoramic rendering (but it is when rendering non-panoramic images):
Maybe this one will help:
Hi @Krzysztof.N ,
I tried these commands, unfortunately they dont improve it at all. (and the r.SkyLight.RealTimeReflectionCapture.PreExposure cVar is not showing up in the editor, I entered it anyway)
Does it work as expected when doing normal, non paronamic renders? Does it look as before in the editor viewport?
If yes, the maybe it’s related to a multiple view rendering bug, which causes some issues in VR and should be fixed in the next patch.
Yes, it works fine with regular, non-panoramic renders. This issue arises only when creating panoramic renders. Okay, will be looking forward to it, thank you!
hey, do you know maybe how to fix Dynamic Shadow Issue in Nanite Mesh without disabling nanite or shadows. Thanks in advance for any tip.
Disabling remove casting mountain shadow
Not a lumen problem, sorry.
I am under the impression that using the typical masked textures for vegetation and leaves is detrimental to Lumen and Nanite. One should remodel all their assets and have fully modeled leaves.
But that might be inconvenient.
Redshift renderer has an interesting maybe unique feature, a special node in material editor - specially made for leaves - which uses the typical texture mask for leaves, and does some kind of hard cut so everything outside the mask is ignored. The performance is much increased, I think maybe in a similar way to having the leaf fully polygon like.
Can’t we do something similar in Unreal ?
you mean alpha clipping? that’s the default in unreal too.
you just delete any temporal dither nodes or the dither opacity setting in the material and set the alpha clip value as desired. you get that hard cut like that.
no clue if that increases performance. there is still tile and depth sorting involved to get occlusion and overdraw prevention to work.