I am trying it out but it seems the white plane I am using as a reflector is blocking the directional light from entering through the window. Did he exclude the plane from the directional light?
That was at the beginning of the thread. I think he now has a good idea of how it works. I think it's awesome he has shared how it does it so far. Thats very cool of him.
Problem is in the scene I am working on, the reflector completely blocks out the directional light coming through the window. I am surprised nonone has asked how he does that. There must be a way to exclude the plane from the directional light.
I wanted to ask. Is tweaking the lightmass using the settings in the UI editor the same as changing the settings in the BaseLightmass.ini? Or they are different?
No reply, seems like I am just asking random questions.
Anyways, I have tried changing the parameters in the BaseLightmass.ini and when I rebuild the lighting. I do not notice any difference or does this have anything to to with the post process,or exposure settings.
I hardly see any color bounces
I don't have a unreal licence so I can't tell you where all the files are in general but UnrealLightmass/Public/SceneExport.h is a c++ header file and so will be present in the code files provided by Epic. Check your account for access to the git repo and see if you can find this files there.
any luck?? im looking for the exact same file in UnrealLightmass/Public/SceneExport.h
Most of those values are rendering related, a good way to know them is studying a little about real time rendering, i recommend you the "digital lighting and rendering" book, this will give you a really good insight about all those parameters, even when the book is meant for production rendering, it will help you a lot for realtime rendering.
The values in the baselightmass affect the quality of the shadows and the amount of reflected light, for what i see, kooola only cranked up the values beyond the ones in the "production lighting" values.
Haven't still found it. I have been tweaking the settings even way higher than koola's but I haven't seen much difference.
I am using a GTX 780M with 4gb ram.
I think he also cranked up the settings of his graphics card as well. I feel there is something he is tweaking he isn't saying. I don't know to be honest.
Also,does anyone know how to exit create movie from matinee editor? The capturing using matinee continues even though in the matinee editor it is supposed to end at a particular time.
I looked into the way you access the unreal source code and it is hosted up on github. Instructions on cloning or forking the branch are here. https://www.unrealengine.com/ue4-on-github
I haven't used the github program in a while but you should also be able to download just the one file you need, or you can just download the whole repo if you want a deeper look at the inner workings of the unreal engine.
Replies
"For the BaseLightmass.ini I use this values (and I almost have no idea what each value does^^ ... it's totally random)"
Problem is in the scene I am working on, the reflector completely blocks out the directional light coming through the window. I am surprised nonone has asked how he does that. There must be a way to exclude the plane from the directional light.
Anyways, I have tried changing the parameters in the BaseLightmass.ini and when I rebuild the lighting. I do not notice any difference or does this have anything to to with the post process,or exposure settings.
I hardly see any color bounces
This was what I came up with. Still not as good as Koola's.
Most of those values are rendering related, a good way to know them is studying a little about real time rendering, i recommend you the "digital lighting and rendering" book, this will give you a really good insight about all those parameters, even when the book is meant for production rendering, it will help you a lot for realtime rendering.
The values in the baselightmass affect the quality of the shadows and the amount of reflected light, for what i see, kooola only cranked up the values beyond the ones in the "production lighting" values.
Sorry for my english.
I am using a GTX 780M with 4gb ram.
I think he also cranked up the settings of his graphics card as well. I feel there is something he is tweaking he isn't saying. I don't know to be honest.
Also,does anyone know how to exit create movie from matinee editor? The capturing using matinee continues even though in the matinee editor it is supposed to end at a particular time.
I looked into the way you access the unreal source code and it is hosted up on github. Instructions on cloning or forking the branch are here.
https://www.unrealengine.com/ue4-on-github
I haven't used the github program in a while but you should also be able to download just the one file you need, or you can just download the whole repo if you want a deeper look at the inner workings of the unreal engine.
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Made a video from ue4. Still need more practice.
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ML