Hey guys, been working on this portfolio scene for a while and thought I’d start a thread here
My goal with this is to make a small near-future sci-fi city slice to get started with the PBR workflow and take advantage of the new Unreal 4 goodness. Loving the engine so far, it’s a dream coming true
Anyway, it’s still relatively early in development but hopefully the vision I have for this should already be pretty clear. Some assets are in completely different stages of completion than others so nevermind the placeholder stuff for now.
Here’s my latest WIP, this scene is 100% dynamically lit right now with the new Distance Field AO:
Personally, I wouldn’t bother with DFAO for this kind of scene until they can work with the reflection sphere actors. I am working on an outdoor scene, and I will probably use DFAO, since the only reflective elements in my environment are water-related. But, I think because you have a lot of reflective surfaces, SSR won’t quite do it for you. This is just my opinion, but I am curious as to what you think about it.
you can actually use reflection captures together with the movable skylight and DFAO if you have upgraded to 4.4! The trick is to allow the reflection environment to capture from Diffuse. Normally it also needs Lightmass information, so if you have no Lightmass, the reflection environment is black. Back in the days you could just disable “reflection environment lightmap mixing”…but thats not working anymore.
So now, you have to type in “r.DiffusefromCapture 1” or put “r.DiffusefromCapture=1” into the ConsoleVariables to make it work with dynamic lighting. Note that it doe still not update in realtime during game though That would be neat