Hi all,
I was wondering if there is a way to make two sky sphere blueprints to light a level where one is directly visible for the sky with no lighting effect on the level and another that is not visible but lights the level. I want to try out some lighting technique with ue4. Is this possible?
Also, can someone tell me if the pic Koola posted here:
https://forums.unrealengine.com/showthread.php?58385-Koola-s-stuff/page5Was tessellation done with Landscape or it was a static mesh imported into ue4 for the ground.
Replies
For the second one, tessellation/displacement on landscape actors is currently pretty buggy. You could just set up distance-based tessellation with a terrain mesh that was sculpted or created in WM.
What if I sculpted a mesh in Mudbox/Zbrush? I am guessing I need to bake out the displacement map to use as a height map after importing the low res mesh in UE4. Why not just procedural foilage for the rocks and stones but he uses tessellation?
A small scene to experiment with lighting. Haven't used ue4 in a while. I am using the 4.11.2 version. Seems some names and things have changed a bit. Is there a way to get the shadow to look better at any distance and be dynamic? It also looks jagged even though I am using a Geoforce gtx 780m.
If you don't need a fully dynamic light source, look into Stationary lights. You can bake high-res static shadows, and still have cascaded shadow maps up to a certain distance or per-object shadow maps(which are higher res but more expensive).
Been experimenting also with Lumberyard as well. Seems Dynamic Lighting is way better and manageable. No problem with distance from the camera as well.
Turns out the two sky sphere for ue4 doesn't work after lighting is rebuilt. Is there a way one can tell the engine to use one sky sphere for lighting the level and use one to just be directly visible with no lighting effects and remains intact after lighting is baked? Like a directly visible only overide?
Thanks