Unreal 4 Lighting Academy....or something like that ;)

Hello all.When will we see the next lighting session?

an archviz one especially

I can only work on the content the community provides :slight_smile: So if you want to see archviz, send me a scene :wink: The next Session of the Farron Keep Environment is probably gonna come out this weekend. I am still fixing a couple of things since I had to re-port the scene from an older version again because of the broken lighting stuff I was mentioning in the last video.

Cheers! :slight_smile:

I have a question for you all. I have an unlit sky material and when I view it in lit it looks wrong, but when I view it in unlit it looks the way I want it to look. How can I get it to look like it does in unlit when its in lit? Below are images along with the texture and material.

Thanks,



Hi!

So you want it less vivid? ā€¦you can open up the image in Unreal and play with the saturationā€¦

No I just want it to look like itā€™s supposed to look. I believe itā€™s something with the tonemapper implemented a few versions ago, maybe 4.16. My unlit skyboxes never used to change when in lit mode.
If there is some specific math that can be done in it to get rid of the adjustment then Iā€™m open to that, like a gamma or curve adjustment to get it to look exactly like it does when in unlit. I was given this sky texture and they want it to look exactly like it does in unlit.

Sadly no :frowning: This is pretty much the tonemapper and you can only swap back to the old one if its still there (dunno out of my head). Its a big topic and I also think that its not good to forces ACES on everyoneā€¦but we need to see how epic will tackle this in the future.

As of now, you can only fix it by adjusting your content.

Cheer!

Thanks for the replies @Makigirl and @

Good day everyone! :slight_smile:

Next Session is available here:

Enjoy!

Have you checked out UE4.19? Have they improved the foliage lighting you were talking about few sessions ago?

When is the next lighting academy coming out?

Hopefully very soon

Probably next week! Its a bit stressful at work atm^^

Will you discuss the new Raytracing system coming for UE4 please?

How would I know anything more about it? :slight_smile: We donā€™t even have the hardware yet. Thatā€™s still off for quite a while :wink:

Just as a reminder, I am not tied to any of these companies, so I donā€™t know what they are secretly cooking up. I have to watch the videos like everyone else^^

We all know since you are the best lighting artist in the world that you have friends in high places :smiley:

Real Time ray tracing in UE4a

I wanted to ask if you all had some better solutions for curtains in UE4? I dont want to do the unlit route where you render out a two sided material and bring in the texture and set it to unlit. The two images below are as follows:

First image is Opaque, and two sided foliage.
Second Image is Translucent, and two sided foliage.

Is there a way to get the look of the first image with the transparency of the second? Also id like the sun light to come through the curtain.

Thanks

He is secretly part of the Illuminati society, he has all sorts of people everywhere, his lighting career is a front. illuminate us with your wisdom sir

Iā€™m not sure about getting the translucency working - still trying to figure it out myself. Getting light to shine through is relatively simple:

The way Iā€™ve done it is to use two-sided subsurface scattering to get the glowing effect on the curtain. To get light shining through, set the mesh to not cast shadows, duplicate it, set the duplicate mesh to not render in the main pass, make sure itā€™s set to cast shadows then apply a translucent version of the material to the invisible curtain. When you bake you should