Hi,
I was just thinking about another cool feature: Custom volumes.
What I mean with that is that there could be a custom volume actor type to which you can add variables.
A bit like a blueprint with just a box volume in it and some variables. But a bit more flexible and editable in the viewports like any other volume.
The variable list would be edited in the details panel.
Why, what for?
Consider the following workflow:
-A model designer designs some light fixture assets. Bedroom, livingroom, kitchen, porch and garden lamps. He has no idea what the level will look like in detail, but he knows how the light assets should look like..
-The level designer sets up the level, but doesnt put any light in, because he doesnt know anything about proper lighting. Not his department. He just places the geometry and the non-light related props. Then he puts a custom volume around the garden and labels it "Garden", like with an enumerator. He does the same for the porch, the bedroom, etc.
-Now The lighting artist takes over. He is not concerned with geometry or if the lamp models look particular nice in his oppinion. He is the guy to make anything look lit well.
When the lighting artist now decides: the garden is too dim, there should be a light! He would grab a (made) generic light actor (BP) and places it into the garden. The light BP would know its inside a garden volume and show the mesh for the garden lamp.
If he then decides, the light should be more on the porch and drags the light over to the porch, the mesh automatically changes from garden lamp to porch lamp mesh.
This way, the lighting artist could fully concentrate on lighting the level while someone else maintains artistic control over the models.
So this could help make level and its assets more context sensitive.
What do you thnk?
Cheers,
Klaus
I was just thinking about another cool feature: Custom volumes.
What I mean with that is that there could be a custom volume actor type to which you can add variables.
A bit like a blueprint with just a box volume in it and some variables. But a bit more flexible and editable in the viewports like any other volume.
The variable list would be edited in the details panel.
Why, what for?
Consider the following workflow:
-A model designer designs some light fixture assets. Bedroom, livingroom, kitchen, porch and garden lamps. He has no idea what the level will look like in detail, but he knows how the light assets should look like..
-The level designer sets up the level, but doesnt put any light in, because he doesnt know anything about proper lighting. Not his department. He just places the geometry and the non-light related props. Then he puts a custom volume around the garden and labels it "Garden", like with an enumerator. He does the same for the porch, the bedroom, etc.
-Now The lighting artist takes over. He is not concerned with geometry or if the lamp models look particular nice in his oppinion. He is the guy to make anything look lit well.
When the lighting artist now decides: the garden is too dim, there should be a light! He would grab a (made) generic light actor (BP) and places it into the garden. The light BP would know its inside a garden volume and show the mesh for the garden lamp.
If he then decides, the light should be more on the porch and drags the light over to the porch, the mesh automatically changes from garden lamp to porch lamp mesh.
This way, the lighting artist could fully concentrate on lighting the level while someone else maintains artistic control over the models.
So this could help make level and its assets more context sensitive.
What do you thnk?
Cheers,
Klaus
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