As you see the second image is missing most of the post process effects, moreover there is no emissive materials effect…
I don’t know whether it is [Cube Render Target] limitation issue OR I had missed something to tweak…
Thanks for your time…
Sure; they are all ON except the Motion Blur … moreover; I had checked the [Engine Scalability Settings] and they were set to High
oh man you just made me discover littlstar. I tested a scene I’ve made with unreal on my iphone 5s and with the gyroscope it’s freaking cool to explore all around you!
Resolution Scale is auto changeable depending on the selected setting; and YES I did tried the **Epic **settings; but got the same result…
I’m glad you like it …, that’s why I’m trying to get best results with this method [Scene Capture Cube]…this procedure will make my customer happy to see the design in a panoramic view [360 degrees] on all devices [PC, Laptop, Ipad, Iphone, etc… ] and forget to think about packaging projects for High end PC’s [which are not available for most people nowadays]
I’m about to give up… but thinking about a silly idea… I don’t know if an expert with photoshop can push an advice…
With photoshop here is my try…
_Change the Image mode to 16bits/channel,
_Then Image > Adjustments > Exposure > Gamma Correction = 2.2
_Save as TIF
I know it is stupidity to think in this way… but here is what I’ve got…
Yep… I saw it; it seems like a residential project… good luck
but it took about 5 minutes to load…!! I may guess it is a png format with large size; I forgot to tell in my last post (as a final step) to convert TIF to JPG, just to reduce file size with the same quality…
wait a minute; I also watched another image (exteriorHQpng) the one with a pool and date palms; I liked the Balcony glass material’s reflection… can you please post something about it…
EDIT
Another question; the lighting along the ceiling edge (above the Monkey picture) I like it… Man; how did you create it; I need it
Best regards
The light from the ceiling is just multiple point light with an adjusted source length and radius to look like a neon :
And my glass settings with the faked reflections. Generate the rendertargetcube texture from a scenecaptudecube (I disable capture every frame for performance)
specular 10 is the value in the default glass in the starter content. Also, when you use a higher refraction angle/fresnel you have that very ugly effect when you look at the glass at an angle like this :
It’s usually trial and error. I may assign a different rendertargetcube to different windows depending where they are situated in the scene. In one of my scene I have 1 rendertargetcube 5 feet in front of my interior windows and another one for exterior which is situated about 15 feet away from my windows. I try to make it look good!