I’ve been spending a few evenings on achieving a good overcast lighting for outdoor. Not disappointed in UE4’s lighting system (It does lack a powerful tool like CE’s ToD tool tough) but I’m rather disappointed in myself for not grasping how to cop with UE4’s.
Regarding the subject, I’ve read about overcast lighting and the answers here and there on the forums and answer hub as well but they are all just not the proper way to do so. Like maxing out GI from directional light, baking and then turning it off, or just use an skybox…
I’m going to link two images from Simon Barle’s work in UE4 as a good reference.
While you don’t see any shadows being cast from the tree, at the same time if you look at the rocks or here and there you are able to see the normal map details. Unlike the two ways mentioned above where if you turn down your directional light intensity or just add a skylight you completely lose any normal map details.
Any good info you drop here would be a ton of help to me.