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  • [RENDERING] Yet another skylight problem

    Movable Skylight doesn't affect specularity beyond certain distance

    4.16.2

    Repro

    1. Create a new level.
    2. Remove directional light.
    3. Add Skylight and set it to Movable.
    4. Create a large plane with 0.18 as basecolor.
    5. Move back and fourth and you'll see a square following you. Skylight affects specularity only within this square.

    Report: https://answers.unrealengine.com/que...ty-beyond.html




    Last edited by Maximum-Dev; 07-31-2017, 01:41 PM.
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  • #2
    I couldn't reproduce this, you should share the scene.

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    • #3
      Originally posted by cyaoeu View Post
      I couldn't reproduce this, you should share the scene.
      I did more investigation and the issue seems to be visible only when you put r.LightPropagationVolume = 1 in ConsoleVariables file. Regardless of whether you are actually using LPVs in your level or not. So for the time being we can't use LPVs without that square following us.
      Last edited by Maximum-Dev; 07-31-2017, 03:25 PM.
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      • #4
        Well then its from LPV not the Skylight at all, the LPV is well know have problems and level of detail cubes, don't have a good visual range for open worlds etc. But since its not a total final or supported solution idk
        Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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        • #5
          Originally posted by Hevedy View Post
          Well then its from LPV not the Skylight at all, the LPV is well know have problems and level of detail cubes, don't have a good visual range for open worlds etc. But since its not a total final or supported solution idk
          It definitely has something to do with Skylight since there's no G.I if there's no Directional Light but you still get to see the square as soon as you add a Skylight to your scene.
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          • #6
            Here's another comparison.

            In first picture LPV Intensity is 0 and we get proper lighting all across the level.
            In second picture LPV intensity is 1 and it looks like specularity is killed off anywhere beyond LPV size.



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            • #7




              Edit: I have no idea what r.LPV.Mixing 0 does but it fixes the issue. Thanks for the help :x
              Last edited by Maximum-Dev; 08-12-2017, 11:06 AM.
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              • #8
                The LPV is exactly what it says. A volume.
                This Volume ends somewhere of course.
                There's a Fade Range parameter which smoothly interpolates the edge.

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                • #9
                  Originally posted by Raildex_ View Post
                  The LPV is exactly what it says. A volume.
                  This Volume ends somewhere of course.
                  There's a Fade Range parameter which smoothly interpolates the edge.
                  Great. Did you even read the thread?
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                  • #10
                    Originally posted by Maximum-Dev View Post
                    Great. Did you even read the thread?
                    This thread made me a bit confused. You found the problem (LPV) but you then bumped the thread with an image macro asking for replies. Isn't LPV a dropped feature anyway? I'm pretty sure it's not production ready in any case.

                    Anyway, to contribute something in this thread, you can type a console command and a ? after it to get an explanation for the command, this works for most console commands. Here is r.LPV.Mixing?:

                    HELP for 'r.LPV.Mixing':
                    Reflection environment mixes with indirect shading (Ambient + LPV).
                    0 is off, 1 is on (default)

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                    • #11
                      Originally posted by cyaoeu View Post
                      This thread made me a bit confused. You found the problem (LPV) but you then bumped the thread with an image macro asking for replies.
                      Not sure what you mean. I asked for replies and then -edited- my post after finding a solution.

                      Originally posted by cyaoeu View Post
                      Isn't LPV a dropped feature anyway? I'm pretty sure it's not production ready in any case.
                      It's not dropped. Was working okay-ish up until 4.15. In 4.16 they have done some minor changes to it and added few more parameters for it in PPV, but that's where the square issue happened.

                      Originally posted by cyaoeu View Post
                      Anyway, to contribute something in this thread, you can type a console command and a ? after it to get an explanation for the command, this works for most console commands. Here is r.LPV.Mixing?:

                      HELP for 'r.LPV.Mixing':
                      Reflection environment mixes with indirect shading (Ambient + LPV).
                      0 is off, 1 is on (default)
                      Thanks.
                      Should be definitely set to 0 to get correct results as in previous engine versions.
                      No idea why default is set to 1.
                      Last edited by Maximum-Dev; 08-13-2017, 09:14 AM.
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