I have a Couch in my scene and the shadows are so Black and i dont know why, here a video and image of the material texturized using substance painter (I am using all movable lights).
And a video:
I have a Couch in my scene and the shadows are so Black and i dont know why, here a video and image of the material texturized using substance painter (I am using all movable lights).
And a video:
Hi!
Movable lights don’t produce GI!!
…if you don’t have any lights reaching that area: it will stay black!!
In the material instance picture, why are the Normal UV and Normal Strength not enabled? Try enabling those. If it’s a point light casting on the mesh, try increasing its Intensity a bit and extend its Attenuation Radius. Is there a skylight in the level? Directional light? what are the settings for those (screenshots please, including Advanced under Lighting and Shadowing such as DF and CSM)?
The normal Uv is locked at 1 and the strenght is locked at 2, that’s why i don’t enable that, i don’t need to change the values, and yes, i’m using directional light and sky light, as you can see in the video (Movable lights), and i’m using all the default values except the intensity…
Omg really? But how the professional games like Visage use movable lights for the House and have very nice shadows?
I identify with and understand your concern, and have the same question. How do all these games that have excellent lighting and graphics, lots of which is obviously dynamic, do so in Unreal Engine? It’s possible that a custom version of the engine was used for lots of games, in which developers are able to modify code, add/remove code, etc…and it could explain it somewhat. I’m currently trying to utilize all movable lights too, and keep getting mixed results. One thing to consider doing in your scene is changing a setting in the skylight called “Lower Hemisphere is Solid Color”. Enable it (if it’s not), and change the color to a dark / medium grey instead of black. It’ll probably not suffice by itself, and it may cause other areas of the scene to become not dark enough, but it’s one way to see how the skylight is affecting the scene with a movable skylight.
Another one is placing a Light Propagation Volume in the scene, then modifying the settings. But read up about it to understand how it works, and watch a tutorial or two of how to get it started and use it because there’s a few things to consider / do when utilizing it. It is stated in the docs that dynamic-only (movable, not stationary or static) lights do not have extensive bounced lighting. But I don’t know if it’s limited to 1 bounce, or there’s entirely no indirect lighting.
Okay, thanks, i’m going to seach about it!