I created a sphere actor. Scaled it to 20,000 on the X, Y, & Z.
I’ve created my basic skybox sphere, two sided, unlit with rotation parameters etc. and applied my texture HDRI with no mipmaps, skybox texture group and forced 4096 texture resolution and applied an instance of that to my sphere.
Cast shadows on the sphere is off. I have my directional light and sky light under the SunSky actor both affecting the scene.
In unlit mode I can see my HDRI just fine. But when I go to lit mode I lose my ability to see it. I’ve tried baking lighting but no luck at all.
I’m very new to UE4. Trying to learn this a bit for some archviz we are trying to do. Any help is much appreciated.
Hello. Thanks for the help. I have disabled auto exposure. I also from the forums where I posted this question had the suggestion to up the brightness of the texture. I can now see it but my entire scene is washed out completely. I then tried to lower my directional light intensity which helped initially but then made the bottom half of my sky box completely black.
Since I answered that I played around a little more and I’ve got improvements slowly. I had to delete out the Sun Sky that comes default in the arch viz template. I added my own directional light and have it at 150 lux and my brightness way up to 2000 or something on the hdri/sphere texture and now I can see it well.
I don’t have a skylight in the scene yet. Was trying to get my directional light looking how it was supposed to on the counter top first and then add that.
Yeah I’m having major issues now I’m clearly just missing the boat on something here.
My basic wall paint materials I’m applying to my walls is showing up reflective even when I edit the roughness to 1. Repetitive meshes with the same material right next to each other are coming in in different colours.
Attached an image of where I’m at. Back to the revit courses I’m thinking. Thought I had a better handle on this than I did haha.
There are settings in world properties to stop those lines between meshes:
Best thing is to start with a neutral scene, which is directional and skylight on default values. Also put the default sky in. Get it very roughly looking right, then put in your skybox. Things shouldn’t change too much, you shouldn’t need to use crazy values.