Hi everyone !
My first post here, so i hope it's ok to begin with a question
I have some problem to configure the light for my scene in UDK. I make a map with both interior and exterior. I use a DominantDirectionalLight for the sun, placed my LightmassImportance volume, etc...
I try to increase the number of bounces and some parameters... the light bounce a little, but it's just not enough. I'm stuck
Replies
My settings:
the LightMass Importance Volume:
If static - You could change indirect values in dominant light properties or simplest is just add extra bounce lights. You can use additional lighting channels for bounce lights and house if you want to affect only house model.
I rebuilt with production light, here some screenshot:
Light Only:
Unlit:
Texel:
full render:
Interior, light only:
The problem is to have a nice exterior light as well as a nice interior. If i increase a lot the diffuse boost & Co, my interior will be ok, but my exterior will be a way to bright, with too much bounce... if not, the interior is to dark.
I will try with full dynamic light, but i prefer the realism the lightmass give to the scene.
I saw a video with eye adaptation, maybe i should try that to get more brightness inside.
[ame="http://www.youtube.com/watch?v=nBjcTWRzRPQ"]http://www.youtube.com/watch?v=nBjcTWRzRPQ[/ame]
You need to simulate sky lighting by adding emissive meshes to windows. Then just make them b_hidden in game/ As well adding post process volume with custom tonemap scale will give you right exposure.
What you could try is making your exterior looking right with the low tonemap scale (0,5), and use post process volume with 1+ tonemap scale inside the house.
a way you can simulate this is to leave the room pretty dark but put a post process volume around the room - then adjust the post process volume brightness so that it's increasing the brightness of the mid tones. Increase the fade in time to suit.
This way when you walk into the room it'll appear dark from outside - but when you go in there it'll fade up to a brighter intensity just like real life.
kinda simulating what hdr in source engine does on it;ls own