hey everyone. I started a project using LPV on 4.15, everything worked perfectly fine. I decided to update to the latest build 4.17.2 , and now my emissive materials are no longer contributing to LPV.
r.LightPropagationVolume=1 in my ConsoleVariables
force no precomputed lightmaps checked
have a directional light with an intensity of 0.1 (since I want to rely mostly on emissive surfaces to light my scene)
emissive (dynamic area light) option checked. the shader is just a GIreplace node hooked to emissive color channel using an unlit shading model.
am I missing anything?
Replies
project settings > rendering > optimisations > Early Z-Pass was set to "opaque and masked meshes" upon changing to any of the other 3 options, LPV kicked in.
I'm now facing another issue. occlusion culling on causing my emissive surfaces to turn off when not visible in camera frustum - and thus turning off my light sources :P is there a way to specifically tell UE4 not to occlude certain actors?
Apparently, if you want to have emissive surfaces contributing to LPV, they must be air-tight, or, use two-sided shading. No idea why... a cube worked fine, a plane didn't - but a plane worked fine when I set the material to be two-sided.