First of all…let me tell you that I have just finished re-recording the session! So if all goes well, it should be live tomorrow
Regarding some of the other questions in here:
I will most likely not touch upon lightmapping specifics as they really are covered all over this forum and various Youtube tutorials already. Check the archviz section as those guys usually have the craziest demands for clean lightmaps…tons of good tips in there
Regarding Call of Duty and probe lighting…its not that easy! Yes they use such approaches, but they can only do it because every room is carefully dressed with occluders and exclusion volumes to get their probes under control. This is common practice with almost all probe solutions and requires a lot of manual work. So you basically trade that work against lightmapping assets.
Depending on your game this can make sense…but its by no means a “■■■■ we should all have this” solution as it really requires a lot of manual work and usually doesnt make sense for open world scenarios if you dont have an army of level artists like Rockstar does. GTA can do a lot of things, but only because they solve their problems via brute force and not via super smart tech. Or lets say there is no tech for this hardware, so they fix it by manually fixing all the problems by hand^^ That takes 5 years and 600 people for a game like GTA5
Looking forward to see how Epic will continue with their approach to physical values. All in all…I wish there was just more transparency in their communication.
Let me know what you think about the contents of the new Academy once it hit!
The calculator you are using to convert from lumens to candela is giving you “mcd” (millicandela) as it’s unit which is why you are off by a factor of 1000. If you want to convert a spotlight from lumens to candela you also have to double the outer cone angle for the correct value to enter as the “apex angle” (abstrahlwinkel in the german formula you used).
Calculating like that my lights seem to match up when switching from candela to lumens, so that part of the math appears to be fine(point light:1500 lumens -> 119 candela, spot light:1000 lumens 20°cone angle -> 2639cd).
Loving these videos, in the latest video you had issues where all your metals appeared black, I too had this issue, and resolved it by increasing the brightness of the sphere reflection captures, I have no idea if this is Physically correct but might be a fix in the mean time.
yeah I tried that too…but as you see in my scene, I also have that glass statue and the reflections have the correct brightness on it. So if I multiply the reflections up, the glass will blow out. So no matter what, something seems to be broken
I watched your Broken Physical Lights episode and wanted to give it a go but couldn’t find the same HDRi from the website you mentioned. Any changes you can point me to it?
And thanks for the continuous work here. Very appreciated!
So first of all - thanks for videos I learn so much…
In a penultimate video, you say candelas does not equal to lumens if you are using the right conversion numbers
however in 4.19.2 and 4.20, I’ve got a normal light with lumens and candelas. They equal in terms of light
there’s video test by me - - YouTube
hope I don’t miss the point of that issue with light
Sorry for the long silence! I am on vacation until the end of the week and I pretty much took my time off from everything
Regarding your question though, we figured out via the comments that the converter I was using was actually doing some things wrong/I was to stupid to set it up correctly
So the units DO make sense relative to each other
is it possible to provide us with the shader of the skydome in a text file from which we can copy and paste it into the matrial editor in our own scenes? Would be really helpful
Thank you very much in advance for doing that.
First of all thank you for your tutorials, they are really super useful! I’m experimenting with skydome shader you showed us in last tutorial and I have some question -
Is there way to fix seam on sky? I debug my .exr and sphere UV. They perfectly fine. Then I started debug shader but my knowledge is not good enough so I can’t solve this problem. It would be cool if you have any solution
Thank you for the videos! I’ve learned so much, and I’ve been watching from about the start! I wanted to ask in this thread if anyone else has encountered a host of issues when trying to replicate the physical lighting set up outlined in your video. It seems as though most of the view modes break completely, many aspects of the UI vanish (such as the foliage painter, even the rotate gizmo) and as noted by another poster, metallic surfaces and reflections seem totally broken. Is this just me or is everyone experiencing this?