Hi, I spent hours and hours to find out why I don't have any radiosity ( color bleeding) and any decent global illumination in the latest UDK package.
I tried every options coming from my dominant directionnal light and my world settings and I didn't find my answer.
The scene I want to achieve looks like this.
So there is only the light coming from outside that bounce everywhere in my corridor, noting else. Is there possible in UDK to achieve that kind of result with only 1 single dominant directionnal light ?
Thanks in advance
Replies
To achieve this effect, you typically need to bake out your Lightmaps.
The type of lighting you see there is usually not even direct sunlight but just global illumination. In the rooms to the left, there are probably open windows that let in a lot of light. If you use area lights, you'll achieve the soft look you have in the image.
The way I do this in UDK is to create flat planes in the size of the windows and give them a simple emisive material.
Then turn on 'Use Emisive For Static Lighting' and it should behave as an area light.
Play with the following settings: 'Emissive Light Falloff Exponent' and 'Emmisive Light Explicit Influence Radius'. The second variable will only do something if it's not 0.
There's a lot more settings that you need to tweak, but I'm not able to do that at this moment, sorry. I can quickly list them here without any explanation:
Diffuse boost( either in your world setting or per material or per object )
Ambient Occlusion
Indirect Illumination Offclusion Fraction
Max Occlusion Distance
Static Lighting Level Scale( very important )
Num Indirect Lighting Bounces
Here are my test results from a while ago:
With a bit more work, it's possible to get very veyr close to the target image.
Here are 3 shot taken from UDK. The first is the one with lighting baked, thats not the result I want. The second shot is the result I want to get but as soon as I bake...those lights disapered. The third shot is my world info setup.
Thanks again
Anyway, there just isn't a red button that magically does perfect radiosity baking. You gotta tweak the environmental colour, dominant light intensity, light indirect lighting scale, material lightmass overrides, material lightmass diffuse boost, actor specific diffuse boost and so on. There are loads of different parameters you can tweak.
And why are you asking people to do the work for you? That's just outright lazy! It's your scene, not mine or anyone elses, why should we put research on a very specific level, as well time, just so you can get a nice looking scene? It's your job! I mean you wouldn't ask a favor like this from someone in the studio you're working in, they would literally laugh in your face.
That's like saying you're good at modeling, when all you can do is sculpt and cannot even create a base-mesh!
Also, no it will not, a bake takes at most a couple of seconds for a scene like that. Put it on Preview and bake from there, it's not going to take bloody days, stop bollocking people.
Seriously, stop being lazy, there is no excuse. People tried to help you the best they can over the last 10 posts, now it's your turn.
And with a post process and AO Filter
I put some example pics there what some of the lighting settings do. Hit the gear icon on the top right corner of each pic to view the full resolution picture.
Edit: Dominant directional light does support colour bleeding. Only thing it doesn't support is coloured translucent material transmission.
I'll move my progress over my older thread wich was :
http://www.polycount.com/forum/showthread.php?t=107625
More update tonight if possible, see ya.