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    #16
    Originally posted by darthviper107 View Post
    Really excited for the emissive lighting--does that work like how it did in UE3 or is it a better method? Specifically, in UE3 it looks like it would analyze the surface and then place invisible lights to match the emissive level of the texture. It didn't give all that great of results.
    Is that the VXGI technology from nVidia?

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      #17
      Very interested in the emissive lighting, looking forward to this. =)


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        #18
        Originally posted by sarfios View Post
        Is that the VXGI technology from nVidia?
        No, this allows you to use emissive textures as lighting--like if you've got a computer screen you can have it emit light and shadows into the level. This is only for static lighting though. It's important for oddly shaped light sources.
        Before, emissive textures can just glow and not actually emit light into the level.

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          #19
          hoping there's an option to keep emissive lights the way they are.

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            #20
            Any news on progress dealing with bone scaling bugs? i.e. improperly scaled root motion, improperly generated physics assets?

            Was really hoping that was on the 4.6 horizon when root motion got updated...

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              #21
              Originally posted by RhythmScript View Post
              Any news on progress dealing with bone scaling bugs? i.e. improperly scaled root motion, improperly generated physics assets?

              Was really hoping that was on the 4.6 horizon when root motion got updated...
              Are you still seeing these issues in the 4.6 Preview, and can you link me to an AnswerHub report of the issue?
              Stephen Ellis | Enterprise Program Coordinator

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                #22
                Originally posted by crumbaker View Post
                hoping there's an option to keep emissive lights the way they are.
                You're misunderstanding what emissive is--it's a texture that can make things look illuminated, like lit-up buttons. Currently they can only glow, but not emit light into a scene, this new feature will allow them to emit light into a scene when rendering lightmass. If you enable the feature, it's not forced since not everything needs it and it will definitely increase lighting build times.

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                  #23
                  Originally posted by Stephen Ellis View Post
                  Hey everyone,

                  We are still working on the release notes for 4.6, and I honestly don't have much additional information for the Landscape Split right now. I'll post back when I get some additional notes.
                  No worries Stephen!

                  I'm using 4.6 preview now I can't seem to figure it out on my end yet either. Was just curious what that intriguing yet cryptic phrase actually means
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                    #24
                    Still hoping you guys can merge my pull request at some point in some form. It's SO, SO IMPORTANT to artists to have a correct tangent basis for their work to look correct, and people working from programs that can't export tangents are really being left out in the cold here.

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                      #25
                      Originally posted by JedTheKrampus View Post
                      Still hoping you guys can merge my pull request at some point in some form. It's SO, SO IMPORTANT to artists to have a correct tangent basis for their work to look correct, and people working from programs that can't export tangents are really being left out in the cold here.
                      I agree that the tagents do need to be correct as it helps for tools such as Substance Painter.
                      KT Dev Blog:
                      https://sites.google.com/site/knight...evelopers-blog

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                        #26
                        The Emissive lighting very important.

                        And the landscape holes plus rebuild lighting on Landscape Mountains yes definately.

                        Though, it's probably a good idea to rebuild lighting for any changes in the engine which effects lighting, in case there's something which enhances or improves the overall look.

                        Sounds like another good update.
                        KT Dev Blog:
                        https://sites.google.com/site/knight...evelopers-blog

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                          #27
                          Can the instanced static meshes be placed at runtime but still benefit from static lighting? My game uses procedurally generated levels built from instanced static meshes (generated before gameplay starts) and being able to statically light the entire thing would be huge.
                          Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

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                            #28
                            Really excited for the emissive lighting--does that work like how it did in UE3 or is it a better method? Specifically, in UE3 it looks like it would analyze the surface and then place invisible lights to match the emissive level of the texture. It didn't give all that great of results.
                            The UE3 method was to create actual light sources out of the emissive texels. They were sampled explicitly which meant area shadows were smooth and they had bounce lighting, but they also bloated the build times significantly.

                            The new precomputed emissive lighting in this build is simpler - it just gathers emissive lighting while gathering the GI. That means you only get direct lighting from those emissive texels, and small bright emissive spots will cause splotchiness in the resulting lighting. However build time is not affected.

                            Another way to think of it is that sampling of UE3 emissive texels was on purpose at a cost, while with this new method it's by accident for free.

                            There's a new PrimitiveComponent option to disable this behavior, which is useful on emissive light sources where you have placed a light actor (light bulb for example) so you don't get double lighting.

                            I am also curious about Landscape Split Out, btw.
                            I believe this was just Landscape being moved out of the engine module, for better compiling iteration times.

                            Can the instanced static meshes be placed at runtime but still benefit from static lighting?
                            No, static lighting is computed at lighting build time so it can't handle procedural level creation.

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                              #29
                              So excited for this!

                              Especially :

                              Originally posted by Adam Davis View Post
                              • Static Lighting on Instanced Static Meshes (including Foliage)
                              • Humanoid Rig
                              • Precomputed Direct Lighting from Emissive Materials
                              • Precomputed Emissive Lighting
                              • Keyboard and Controller input and focus unified. Controller Navigation added
                              Doubly so for emissive lighting. I have a level that uses only emissive crystals as a light source and I've had to place so many point lights to fake it!
                              Last edited by Kenomica; 11-14-2014, 09:36 PM.

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                                #30
                                Can you please elaborate on....

                                "Keyboard and Controller input and focus unified. Controller Navigation added"

                                Is the new controller navigation different from the current ControlRotation Setup? I'd made a post recently asking about why we have controlRotation but not controlLocation and was wondering why conceptually we have physical rotations tied up in the controller. Some clarification would be nice on the 'official' way that PlayerConroller is meant to be used.
                                Visual Effects Artist, Weta Digital, Wellington New Zealand
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