Unreal Engine Livestream - Artistic Lighting & Spring #ue4jam Kickoff - May 10 - Live from Epic HQ

Hooray! I totally missed it :'D

I really do wish the Epic Launcher would include just like one panel just to show what the next stream is going to be. I keep checking it expecting it to be there as part of the blog, and totally missed this one because I suck :smiley:

Anyway, I do have a couple of artistic lighting questions.

I’m only using dynamic lighting, no static. I have a day/night system, using only blueprints… and two directional lights (sun and moon). There’s also some cool stuff I did with stained glass but that’s besides the point. You can check out my system on my youtube channel. I’m live almost every day if anyone wants to discuss.

a) When using a Skylight for indirect light, what’s the best way to change it at run time? I know you can trigger ā€œRecapture skylightā€ in blueprints at run-time, but as far as I can tell, you can’t really c-interp it (unless you did it on tick with a huge cost). Every time I run ā€œRecapture skylight,ā€ the frames hitch significantly so runninng it anywhere close to on tick seems like a misuse. So I’m using the LPV indirect lighting instead and getting some great results without as much of a cost. But how should I use Skylight at runtime? It’s much prettier :}

b) I’ve pushed my skybox out (using 10x scale on the actor) for clouds and I added a second skybox even further out (100x scale) for stars. I have a static mesh moon in between them that orbits the scene and is illuminated by the directional light, which is pretty cool 'cause it gives natural phases and doesn’t seem to cost too much. My question is, with the skyboxes pushed out this much (any closer and I see weird clipping issues on the moon, based on the peripheral vision - so a fix for that would be nice but I’d lose the vastness of the ocean)… anyway, with the skyboxes pushed out this much, I’m actually seeing a yellow circle where the directional light is, in addition to the sun created by the Skybox material. It’s not terrible, except for the fact that it shows IN FRONT OF the moon. The skybox material sun goes behind the moon, but this little disc is always visible. If I move the moon close enough to step in front of the skybox, the circle disappears, but again, I get weird clipping/coloration issues on the moon (after putting the skyboxes into their respective closer positions) unless everything is pushed way out. Funny thing is, if I push the offending skybox out to match the moon, the moon clips in front of the skybox, but the yellow disc is still there! When I disable the directional light, the little yellow disc disappears.

I remember on this stream there was talk about how the directional light is captured in reflection maps. Is this the reason how? Is there some way to just disable that little yellow circle or some tips for dealing with the clipping issues? Here’s some pics…

You can see the sun with bloom on in the editor, which slightly masks the disc when graphics options are set above medium. You can see the little disc itself with no skybox sun, and you can see the skybox sun and directional light disc (?) together in-game.

I tried to capture an image of the moon ā€œeclipsingā€ the skybox but not eclipsing the ā€œdirectional light disc,ā€ but my system isn’t as awesome as Fortnite’s so I have to actually sit there and wait for them to line up in-game :smiley:

Appreciate any help!!