When do you think we will see the next video?
Maybe post an emissive light on the outside of the window? Iâm not sure. Itâs all about pointing the light in which direction you need it. Maybe rotate the sun or whatever?
Any idea when the next video will be poste
@
Any update on the lighting academy series? When can we expect the next video?
Just recorded the new sessionâŚstay tuned!
Cheers!
Hey everyone,
I am super sorry! I actually recorded the new session yesterday, but I watched it again before putting it out andâŚI have to admit, this is a first for me, but I cant release the session!
This session was focused on the new exposure and physical light values and I got so agitated that I ranted way more than I should have and I also said a few things I probably shouldnt have said
All in all, I felt uncomfortable releasing it in this state, so I am going to re-record it this week and try to be a bit more focused and streamlined.
Sorry to keep you waiting even longer!
/Daedalus
I dont mind listening you ranting and saying all sorts of stuff. You are free to say whatever the F you want.
I would have liked to see it anyway
Hi dear @
First things first. As always cant wait to see what you have prepared for us
And I have a question. I messed with ue4.19 and found something that I think was not available in previous versions. This is âlightmap typeâ under lighting category of mesh details panel. There are forced surface and forced volumetric options. It says, by default, movable objects uses volumetric lightmap type and static objects uses surface lightmap. So now we can use static object with volumetric lightmap by changing this options. The question is, is this the feature that you talked about in previous lesson about foliage lighting? If yes, can you please talk about and explain this feature in next video too? Because I am a bit confused, does this work as you mentioned? Because when I use volumetric lightmap type on static or movable objects, it looks like all occlusion information is gone and object still looks out of place compared to surface lightmap type.
Volumetric Lightmaps are per-pixel sampling of probes of various sizes, based on the density and number of static meshes. It only provides indirect lighting and sky occlusion(if you bake the Skylight). So you wonât get any contact shadows, baked AO, or multi-bounce light that youâd otherwise get in surface lightmaps with Lightmass. Itâs a good tradeoff for large meshes that would require multiple parts and/or large lightmaps, or like Tilmann said, foliage that shouldnât be baked, but provided that you have enough sample density, the indirect lighting is almost indistinguishable between surface and volumetric lightmap objects.
Looking forward to it I feel Iâve wasted so much time already on trying to understand exactly whatâs going on with the lightning, not that I was that great before but this change seems to even confuse the true experts so thank you in advance for taking your time to do the video.
Very basic and silly question. When I click on Build to make the lightmaps , where can I find my light map textures to export them?
Any eta on when the video will go live?
Thanks you for your answer. So I think the problem in my test scene was, there was not enough density of samples. And another thing I noticed is, lets say I have dark room and wall with 30cm width. The furniture which I placed in front of wall was bright. Looks like it is illuminated from outdoor when I used volumetric lighting method for it. But when I moved it to the center of the room, it illuminated correctly. So from my understanding, the samples which placed in outdoor next to my wall leaked into room and made my objects lit wrong. So what is the efficient way to solve this problem? Do not want to make wall larger. Is the only way is to increase the sample density other than switching to surface method or am I miss something here?
What version are you in? That sounds like an issue that should be fixed in 4.19. https://forums.unrealengine.com/development-discussion/rendering/1385101-volumetric-lightmap-sample-and-indoor-archviz-scene-not-working-at-all
Switching to the Surface method means itâll use Lightmap textures, which is another option for dynamic objects if they donât move. However, if youâre sticking with VLMs, increasing the density is the simplest way to fix it. The density value is somewhat arbitrary though, because the detail volume sample density is based on the density of the static meshes inside the Lightmass Volume. More static meshes = more detail samples generated, regardless of density in the World Settings. So youâll have to do a few test bakes to get a density that works for you while keeping it under a memory budget if you have one.
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@**rosegoldslugs **thank you very much for the link. Everything makes sense for me now. As you said the visual difference between forced surface and volumetric still exists but I hope Epic will improve things even further. But even this was a dream in previous versions so looking forward for the improvement.
By the way. Found this today. This is how the developers improved Call Of Duty infinite warfare lighting. They used both lightmap and probe lighting too. I do not know how technically all that works but I can see they solved the lack of AO and self shadowing problem in prob lighting method and even light leaking from outside to inside through the wall during prob lighting. From my limited understanding those 2 features are really necessary. And on top of that blendable lightmaps would be some serious stuff in UE4.
If it isnât necessary for Epics own games it does not get put into the engine
@ when is the next lighting academy video coming out??
@ Fantastic work on this! Iâm enjoying every minute. Lightmaps are such an abstract concept and can be extremely difficult to fully understand. All of the resources related to lightmaps talk about them from a very high level overview or about how to set up lightmaps for a very particular type of object. Could you elaborate further on what makes lightmaps good or bad for clean lighting and, if possible, how to properly set these up in a program like 3DS? I know you donât dip into 3D programs other than UE4 on your channel, but it might answer a ton of questions!
So i dont know why is this happening but whenever i switch on the lights my reflections are gone. original scene is with lights switched off
lights off lightsoff â ImgBB
lights on lightson â ImgBB