Just finished a scene in UE4, The lighting was an because the Fire PFX Light component doesn’t shadow or bake into GI as it would be too expensive to spawn that many lights with those functionality. To resolve I added point lights above the bowls to bake lightmap information into the scene and then turned them into dynamic lights to give real-time shadows. It seems that the Light Propagation Volumes do not function correctly with Point Lights. Also is there any way to use a Skylight which illuminates specific meshes in the scene? I know UE4 is using a PBL setup which gives realistic results. but stylistic choices such as leading the eye and using volumes to occlude light from areas would be useful…
Really cool Toku! Amazing detail I love it!
In version 4.6 of the engine you will be able to use an emmissive material as a light source, it should make scenes like simpler from a lighting perspective. is the pre-release notes on 4.6