Some of this goes a little outside the scope of what we have planned to do unfortunately. Eric and I are the only ones working on this so it cannot be anything overly complex with lighting for the lighting guide. Our main focus is to have simple examples of progression (ie. showing the difference between using ambient occlusion vs not). These work best, in my opinion, for those new to UE4.
Eric and I have discussed some options for side projects that would incorporate some of these things as well. We do like to do side projects and expand our efforts with the editor through practice in this sense. We have not fully nailed down what we will do, but we do have some ideas in the works.
One such idea we’re contemplating at the moment is a hospital. We would have hallways, lobby, reception desk, windows, exterior courtyard type area. We feel that an environment setup like this provides enough that we can show statically lit transition from exterior to interior n the hallways with the windows along with sections that are not lit by exterior direction lighting. Again, time constraints have prohibited us from being able to work on this outside of work (mostly on my end since I’d have to start getting the assets prepped and modeled). These are projects that are not created by Epic or requested by Epic for us to do. We do these when we have the time and feel like working together on something we both enjoy. (although Eric will slap my hand on this project if I start creating material instances of instances of instances again.
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This project would be an exploration of using Statically lit objects, materials, and post process.
So to touch on some of the things you suggested and how they would work in a simpler scene like we have as well:
-Transition from outdoor to indoor would be taken care of with the hallways and windowed courtyard area.
- for the Underground, our idea was to have some sections of hallway that have the lights turned off. So that would be a similar choice there.
- Glowing stuff: The idea behind the reception desk would be an exploration with materials using layered masks, flipbook animations for the computer monitor, Emissive glow for static lighting on some things.
Unfortunately, we still want to keep anything on the wiki guides more in the simple area of demonstration with a clear “this does this when not enabled” and “it does this when enabled” type area.
As far as Distance Fields example project I think the Kite Demo that Epic did is a really great example. If I did a sample project of my own with them it would be a while as some of the Distance Field stuff is still being experimented with and developed.
Day Night cycle statically lit parts is not too complex. I can add that to our list on the lighting guide.
Thanks for the suggestions and hopefully over the next couple of months we’ll get some awesome stuff together for you all! 