**Hi dear and awesome **** I recently watched all of your videos and I can say only one thing. AMAZING!!! Such a useful information. And actually what is interesting your videos are not well structured and even I can call it mess of information. BUT! I learned so much things which I couldāt learn from some well designed videos. Anyway. I have a question actually
I know that subsurface profile shader is new and now it is there for use. But there are subsurface and preintecraded skin shader which are old. But they have backscattering which subsurface profile is missing and you used in your second tutorial for ice material and it no way looked any bad. So is it bad idea to use old subsurface shaders on ear and everywhere else to use subsurface profile. I am asking because we really want backscattering on our characters but I have not seen anybody using this yet.
And last thing. I know you do not have enough time but I am really looking forward to your next tutorial. **
Hello there.
Can you please send me an email regarding what we discussed via message? school starts February and want to see what we can do. I am impatiently waiting for your next tutorial.
Best wishes
Happy Holidays
Hi @** **and thanks for amazing content. I want to ask, is it possible to make ue4 sun disk same as the sun which you imported as sky texture. I really love that effect which sun glows from the edge of the wall and it becomes yellowish and when you look to sun without anything blocking it it becomes white bloom again. The sun disk in UE4 is soo boring and not beautiful and if even I enable bloom and light shaft it still doesnt look as good as the texture you downloaded. So what is the solution for to make sun same as the texture and keep it dynamic. For example the sun in AC: origins is amazing.
You mean the star bloom/glare effect? Wellā¦the thing is, Unreal doesnt really have a lot of options here. UE3 had the lens flare editor which was used for making cool sun discs together with flares as well but again, Unreal 4 doesnt support that editor yet.
I will make the sun look better in the future by using the FFT bloom (probably in the next video) but for a proper effect, you would need to build a custom sun flare particle system (something that I actually have done in the past) but thats waaaay too technical and complex for a regular lighting academy session
Thanks man. I am looking forward to your next video. It is sad for now there is no easy way for this effect. But I already learned a ton of information from your videos. Canāt wait to see what you will do with sun disc.
One question thought, would you thing itās possible to have that scene looking as awesome as it does after you tweaked it with real-time lighting (with DFAO)? Or you think that going baked is the only way to get lighting at that quality!
I actually had the scene running with DF AO and fully dynamic lighting but yeahā¦while it does look good, it doesnt stand a chance against the Lightmass version, which is why I am going for that one
@** **I really hope you will cover dynamic setup of lighting with GI too. I know there is no fully supported dynamic GI but LPV, heightfield, DFGI(looks like it is completely broken for now) even unfinished AHR addon and VXGI are still there. I do not mean do it with this scene. But when you feel it is time, I really looking forward for this lessons too, to see what kind of tips/tricks we can learn.
I see, I guess that thereās a lot to be done for dynamic GI in UE at the moment. By the way, reading through your first post, correct me if Iām wrong, was dynamic lighting used in star wars battlefront? If so what technique did they used?
We use Enlighten at DICE and Enlightens dynamic content can be baked down into the lightmaps (Enlighten uses lightmaps too, but for different reasons). Thats what we did on Star Wars since we didnt have any ToD changes or crazy changing weather conditions. So yeahā¦Battlefront lighting is all fully static
Thanks a lot for the info, I didnāt knew that Enlighten is used! Thatās a real surprise :). Since Anthem is made by EA I guess that it uses enlighten too. I was wondering how they managed to light that whole world. Iāve thought a custom solution is usedā¦
Too bad Enlighten itās not integrated into UE (without the 100k dollar fee), I wonder how they managed to put it in Unity, nobody uses it there anywayā¦ Iāve fiddled with it quite a lot but using it in Unity is really quite an overkill and it doesnāt look very good in that engine.
Thank you for an amazing video again. I have a question about what you said about 4.19 vegetation lighting. What I understand is, in 4.19 we will be able to use trees without lightmaps to bake information. So will it be only occlusion for shadowing or indirect lights as well. I mean will trees cast indirect green light to surrounding with this method or not? If yes, will we be able to use this function for other models too and will there be left any use for lightmaps?
Heheā¦good question and sorry for being so vague about it^^ It works for all meshesā¦not just trees or vegetation. But its more efficient the more complex the asset is to lightmap.
What it does is this: right nowā¦probes are only being generated around static geo. But they are not lighting static geo cause that uses lightmaps. The probes light dynamic objects that can be close to that geo and should receive bounce from it.
If you set a static mesh to dynamic, it will receive lighting from the probes, but the probes will not hold any information about that objects itself, since dynamic objects are not baked into probes.
So what this mode will allow you to do is to set a static object to receive the lighting from probes that will contain information about that object while not using any lightmaps. Thats like the most efficient way for now to light complex objects.
Many games use probe only solutions cause the datasets are better and you dont need lightmaps.
To name a few, GTA, Horizon Zero Dawn, all Assassins games, Farcry etc. They are all fully probe lit. Since probes interpolate between them though, you can get light leaking inside interiors, which is why a combination of lightmaps for buildings and probes for vegetation etc. is one of the most efficient solutions while still being visually pleasing
Oohhhh WOW. Of course it clears things and canāt imagine what boundry it will open in front of us. WOW. Thanks for everything and hope it will not take long and we will get it in 4.19. I heard that fable 4 is going to be worked again and really hope we will get finally dynamic GI too. And personally I think it is not bad to make longer videos if it needed. I mean to limit yourself with 1 hour is not necesarry if you can and want to teach more to us
The extra info is quite interesting but I think I require one more piece of information. So, if I understood correctly will you be able to make a static object receive light from the volumetric light probes AND also affect the light probes at the same time? Or ONLY receive lighting from volumetric probes?
Since if you would be able to make a āSTATICā object BOTH receive and influence the light probe baking, would make things quite awesome for a wide variety of games that do not require lightmap baking and would only want to use the volumetric light probes. Iām saying that since Iām working on a top-down RPG that only uses dynamic lighting, and Iāve tried to use the volumetric light probes only without the lightmaps, but as you have already said, Iāve realized that only dynamic objects can take info from the probes and static objects must have lightmaps, so Iāve dumped the system and went fully dynamic. However if UE would give us the feature for static objects too, it would be really awesome and Iād give the system another try!
What I understand from his reply is YES and NO Since this new feature will store information in probes, this means, all the meshes with this new feature and dynamic objects will receive information from probes. So this means objects with new setting will cast indirect light but only onto objects with new setting and onto dynamic objects. Static objects with lightmaps will not receive indirect light from them because static objects with lightmaps doesnāt use and get affected by probes. Hope this is correct and I understand @ right