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Udk Lighting Problem

Why would i be getting this type of Smokey Black Cloud lighting issue? It becomes more apparent zooming in and out of the scene/

Does it have to do with the light maps? Or the actual light in the scene?
Maybe it has something to do with post~process? Or the static mesh?

Please Please Help Me :poly136:

Thanks

~{All mesh's have quality light-maps on them}~
~{I have 1 dominant directional light @ 2.0 brightness}~
~{post~process volume box has DOF enabled and some bloom}~


:EDIT: i thank it is because of the AO

Untitled4.jpg

Replies

  • Razorb
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    Razorb polycounter lvl 15
    Yea turn off realtime ambient occlusion (ssao) in your world properties.
  • longhornfan25
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    yes,that fixed it! Thanks Razorb

    But is there any way to fix it with AO on?

    Is there a way to edit the AO settings? because all i see is a check box (on/off)
  • cholden
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    cholden polycounter lvl 18
    posted this dozens of times

    SSAO Reduction
    By default, UDK has strong Screen Space Ambient Occlusion (SSAO). This is the black halo around everything, and depending on what kind of scene you're doing this can look really good or really bad.

    If you search "console" in the content browser, UTPostProcess_Console Post Process Chain will show up. You may wish to setup your own custom post process chain, but for now, we're going to quickly adjust the default.

    Open UTPostProcess_Console (double click it in content browser), select the AmbientOcclusionEffect and lower the number for the Occlusion Power. The other settings are useful as well, but this is the immediate "tone down that black stuff" answer.
  • longhornfan25
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    yeah i figured it out. But still, thank you very very much cholden
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