Hello,
Maybe this has been asked before, but i can’t seem to find an answer to this question. I’m having trouble matching my viewport lightning setup to the viewport preview scene settings.
I’ve matched as close as I can by copying the post processing in the preview to a post processing volume in the viewport and also by using LightStudio BP with the same default HDR and same directional light settings.
But as you can see in the images below, the two don’t quite match, even the directional light color, which is the exact same value! The subtle reflections on the wires are totally lost in the preview, it’s almost like a different material.
I’ve fiddled around with exposure and sphere reflection capture, but i still cant get those nice indirect light reflections…
Having this object with the light facing like this is crucial to my final scene, so it’s really really important that the wire and emissive objects don’t get muddled together like this…
What am I doing wrong? What miracle is happening in the preview scene?
When I said preview I meant the preview window that opens when you open any mesh (where you modify collision and what not). Scalability settings are all maxed out (shader model 5, material quality on high and engine scalability on cinematic).
just to double check that i’ve understanding you correctly, you’re trying to get the in game/view port to look like the preview?
it looks like there’s more bounce light in the preview than in the viewport. if the object is static you could try enabling emissive lighting. that would get more light in there although i don’t know if it would give you an effect you want. you could also try using an extra light on a very low intensity. also, are you using a static or dynamic light?
I seems I found out the solution, I think. I simply unplugged the Ambient Occlusion attribute on the material editor of the material i’m using on this asset and now both windows look pretty much the same. Seems that AO is not taken into account on the preview render.
If this is not accurate, at least it’s a workaround