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**UDK UE3 - Trying to emulate Real World Lighting with Non Photometric light tools**

Im working with a client who insists on using UDK UE3 for a big game thats on going and running now; mostly outdoor/indoor FPS;
Im trying to figure a way to improve the lighting to make it look more UE4;
One thing Im attempting to figure out how to use the Daylight/Sun in EU3 (Sky light/ Direct) in a way that can be "measured" so as to know the daylight is the correct brightness (approx 120,000 lumens) AND add bulb lights indoors & outdoors that would be comparable to real world photometrics in strength; is there any creative way to "know" what Intensity = 1.0 for skylight etc is equaivalent to approximately
thanx
Scorpio

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  • poopipe
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    poopipe grand marshal polycounter

    on a blinn/phong based shading setup you're eyeballing it  - the numbers are utterly meaningless outside of their relation to each other and because the shading models are not energy conservative you cant fire a realistic amount of light at a surface without blowing it out


    seb legarde has written up a lot about what they did at dontNod on Remember Me which was UE3 with a PBR setup but that involved a lot of engine changes iirc 
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