i need uniform directional lighting over the Level, but im getting this:
i also tried to workaround by making a relevant mesh’s material emissive, but reached another issue: the light doesn’t work right after load
UE 4.27
i need uniform directional lighting over the Level, but im getting this:
i also tried to workaround by making a relevant mesh’s material emissive, but reached another issue: the light doesn’t work right after load
UE 4.27
Am I correct in assuming this is a huge mesh, or there’s a vast distance involved?
y
i don’t see how it matters, especially considering that im getting the exact same results with any distances .
That weird sort of panning rings effect is a result of large distances.
I have no idea how to avoid it.
Mind you, it’s very hard to see anything in that vid
problem is not in the rings, its in that the lighting is added progressively instead of being applied on start .
Try turning off Lumen.
its 4.27 (before Lumen was added)
Oops, yes I see…
What is the video of?
is no relevant tags to add X) , though maybe thats a good idea .
its a mesh with emissive material .
any ideas about the directional light issue ?
what way is the directional light setup?
is it a part of blueprint?
is the white background a Sky Sphere Mesh or what? Atmosphere with adjustments etc?
if you post more info about the actual lighting setup you are using and what you are trying to achieve I might be able to help.
p.s if you are willing to clear all environment and lights then in top bar of UE click Window>Env.lightmixer> add lights and all components and adjust all components using this window easily.
if you are going for a more uniform look without adjusting a lot then use the HDRI Backdrop actor from the place actor’s menu, ( if it’s not there you may need to enable the HDRI Backdrop Plugin ) Pick a Nice Overcast HDRI with Flat lighting use it on the HDRI Backdrop Actor.
im using default directional light from Place Actor . nothing other than the 3 basic Actors with mostly default properties, which present on the image, present in the Level .
the background is static mesh .
im now re-Building some parts because UE said the plugin version doesn’t match, no idea how that could be possible though .
HDRI allows to make a <~200m emissive mesh without the loading issue, but that mesh doesn’t seem to propagate any light with custom Cubemap at all .
back to this . i tried using Sky Light with Cubemap with 1 side white and all the other black, the result is still unacceptable, because of the loading issue . i also tried to make the SL Static and compile the lighting, the issue became even worse .
if the Sky Light is made Stationary, somewhy the white color is merged with the mesh’s
transparent color is treated by Sky Light the same way as black .
i would highly appreciate any help .
the loading is an Auto Exposure issue . the directional light issue persists in UE 5.1 .