The way lodding worked before, and I guess still does, is that the various lod steps share the same lightmap uvs, and the same lightmap. Thus when they switch lod model they still use the same lightmap texture and coordinates and it still looks as it should.
Adding camera controls and movement that respects the camera orientation to the rolling ball template has been harder than I thought. Here's a shameless crosspost cuz I hope I built up enough karma over the years answering noob 3d questions to get some help with my noob UE4 question.
Hm, hope this is not the wrong place to ask, but, i'm having a little trouble understanding how does one control contrast in lighting? I mean, like, ok i can make light brigther, sure, but i can't find a way tweak shadow colors or similar setting that would allow me to make stronger contrast. Am i missing something?
Hm, hope this is not the wrong place to ask, but, i'm having a little trouble understanding how does one control contrast in lighting? I mean, like, ok i can make light brigther, sure, but i can't find a way tweak shadow colors or similar setting that would allow me to make stronger contrast. Am i missing something?
There is no shadow color. Think of creating contrast in lighting how you would on a movie set or in real life. So if you have a light, it'll be highest contrast if there is no other light in the scene right? Then the shadows would be black. So if you have additional lighting in your scene you need to either dim it, or make your light brighter and adjust your contrast.
On top of that you can adjust the post processing by creating a postprocess volume and adjusting contrast, crushed blacks and crushed highlights.
Took some time this morning to test the foliage indirect lighting quality issues I've been having. I used default settings for as much as possible to eliminate variables, and tested against UDK, just to make sure my expectations weren't out of line.
I'm already to capture final video and screenshots of my environment, but the rocks and grass I placed with the foliage tool are either too dark, or glowing, depending if they're getting hit with direct or indirect light.
I'm already to capture final video and screenshots of my environment, but the rocks and grass I placed with the foliage tool are either too dark, or glowing, depending if they're getting hit with direct or indirect light.
Looks like a sampling issue. In the hand placed example, you seem to be instancing objects on terrain mesh verts. In the scattered example, anything not on a terrain vert seems to have inaccuracies.
As a test, try tessalating the terrain mesh to a crazy high density and see if it affects the scattered example. I ran into a similar problem with Max's radiosity years ago and fixed it by placing a super dense plane under each object.
Does the Unreal Engine 4 come with more motion blur settings? I see there's the default one you can play with in the "Postprocessvolume actor" but say you want to make a video game more realistic by having "per object motion blur".
Does the Unreal Engine 4 come with more motion blur settings? I know there's the default one you can play with in the "Postprocessvolume actor" but say you want to make a video game more realistic by having "per object motion blur".
Moveable objects should have per-object motion blur, and skeletal meshes have per-bone motionblur.
Looks like a sampling issue. In the hand placed example, you seem to be instancing objects on terrain mesh verts. In the scattered example, anything not on a terrain vert seems to have inaccuracies.
As a test, try tessalating the terrain mesh to a crazy high density and see if it affects the scattered example. I ran into a similar problem with Max's radiosity years ago and fixed it by placing a super dense plane under each object.
Good thought, but there shouldn't be any vertex sampling going on. There's no correlation between vertex positions and lighting artifacts.
Looks like they were able to repro my issue on UE4 Answer Hub and a bug report was logged. If anybody else is running into this, fingers crossed we get a fix soon
Does anyone know why all these 'UE4EDITOR.exe' processes remain in the memory? I was shocked when I opened the task manager and saw the system memory currently being used:
not specific art related, but the EULA has been updated with new royalty info for lower revenue games. The 5% only applies after $3000 earned per quarter, and also only applies to the earnings over $3000 (game makes $4000, royalties owed 5% of $1000).
Hey guys, I have another total noob question here. I was trying to attach a knife to a socket on my character through a level blueprint but I'm having a bit of trouble, here's my current setup.
The socket I set up needs to be transformed into my character's hand, as a result, I need to have "Attach Location Type" set to "Keep Relative Offset" (at least I think this is the case.)
The problem is, if I have that setting enabled, my knife just disappears and is nowhere to be found within the scene, even though it is set to being visible and is clearly visible in the editor mode.
If I change the setting to "Snap to Target", then it just stays at the default new socket location which in my case, is below my character's stomach.
I could be wrong, but it seems like my socket isn't being detected properly since the knife ends up in the same position regardless of which socket I enter. I did a bit of googling and found several people who have used the same setup flawlessly but I can't figure out what I'm doing incorrectly.
If I uninstall the engine, when I re-install and open up my project that I made a copy of, will it load everything alright? I kind of ran into a bug that I think requires a re-install.
EDIT: FIXED. Sorry, was having a mini-heart attack. I reset as many settings to default as I could and one of them worked lol
just posted in your thread, shouldn't need to reinstall. open highresshot tool, check and uncheck the custom depth checkbox (should be off). The green appears when that checkbox is checked, you can set a custom depth flag on actors (search depth in properties), so that whenyou take a screenshot it saves a screenshot with alpha of that asset. This bug looks like it came back from the dead, we had this issue a while ago but was fixed.
NegevPro: check your get socket node in Blueprint, make sure the dropdown on it is set to Object, see if that works? Is there a reason you're doing it in Level Blueprint instead of a blueprint actor of your skeletal or static mesh?
Question, how can I get the masked blending mode to have smooth edges? it's always rough and hard where the black blends into white, my opacity map is fine and I've never had this problem in udk. translucent blending works just fine but masked is always rough or hard around the edges. this is especially bad for character hair.
Edit: tried using opacity mask clip, no difference.
uhm alphamasked is always 1 bit, either opaque or transparent, its always been like that and there is no way around that in any engine, how is that different in udk? you have masked or blended there as well and to me this is what i would expect.
uhm alphamasked is always 1 bit, either opaque or transparent, its always been like that and there is no way around that in any engine, how is that different in udk? you have masked or blended there as well and to me this is what i would expect.
:poly141:err not sure, but it looked better in udk as far as I remember
I'm having this weird issue with my lighting. I'm hoping I can get some insight on what is going on.
In this picture, I have the directional light angle downward onto the table and floor. It' gives me a well lit room after the bake. I also have some low intensity spotlights in the windows, like in the Realistic Rendering example.
When I angle my directional light upward and onto the couch and back wall, my room turns into this..
Why is there such a drastic change in lighting in my second screenshot? It seems like I lose all of my bounce lighting from my directional light.
Here's a screenshot of my setup. I took it from a different angle in order to show all the lighting setup. Hope it helps, but let me know if you need more info on my setup. I don't think I changed anything too weird. In World Settings, I have Number Of Indirect Bounces set to 7. I also have my exposure in the Lit menu from the viewport set to Fixed At Log 4. I do not move my spotlights, only the directional light.
Here's what I found out so far today. If I turn off all my spotlights, then it will bake out correctly like this:
Which is not bad, but I feel like it's missing a lot of ambient lighting now that my spot lights are turned off. Especially on the dining table side of the room. And if I turn just one of my spot lights on, it will start to become like my problem picture that I posted.
@JordanW: Yes my geometry has backfaces. I even made an "outer shell" geometry that's a box with holes cut in to match where my windows are.
Here's a screenshot of my setup. I took it from a different angle in order to show all the lighting setup. Hope it helps, but let me know if you need more info on my setup. I don't think I changed anything too weird. In World Settings, I have Number Of Indirect Bounces set to 7. I also have my exposure in the Lit menu from the viewport set to Fixed At Log 4. I do not move my spotlights, only the directional light.
Here's what I found out so far today. If I turn off all my spotlights, then it will bake out correctly like this:
Which is not bad, but I feel like it's missing a lot of ambient lighting now that my spot lights are turned off. Especially on the dining table side of the room. And if I turn just one of my spot lights on, it will start to become like my problem picture that I posted.
@JordanW: Yes my geometry has backfaces. I even made an "outer shell" geometry that's a box with holes cut in to match where my windows are.
I would try to enable disable things, one by one. First try to do ambient only, try skylight, with HDR and from the scene ( not sure how it will define what is the scene to capture in case of interior), sky+spots, then if you happy with ambient try to add dynamic directional light, change it to stationary light, maybe is simpler to use additional bounce light instead baking gi from directional light, additionally try to use static only lights, check lights radius, etc. There easily can be some catch with overlapping lights.
Really cool to see the roadmap for UE4, this is a big help for indie developers who must decide when to stop and restart their subscription. I'm a little disappointed that Sequencer appears to be a fair way off, but there's some cool stuff in the pipe!
So what you guys are saying is Unreal needs a Wacom hand-drawn node editor that will automatically create the right nodes from handwriting recognition.
Well, once the oculus rift gets high enough in resolution it will probably replace monitors. Right now I got 3 monitors on my desk taking up an inordinate amount of space for a meh DPI. If I could be completely surrounded by virtual monitors all in the form of something the size of a cellphone I strap on my face, I would do it. (4k for starters)
Slap 2 cameras on the back of the oculus to allow me to see through the googles in order to orient myself see my surroundings and its a deal. Maybe a google glass form factor eventually.
Replies
The way lodding worked before, and I guess still does, is that the various lod steps share the same lightmap uvs, and the same lightmap. Thus when they switch lod model they still use the same lightmap texture and coordinates and it still looks as it should.
Will be definitely looking at that
There is no shadow color. Think of creating contrast in lighting how you would on a movie set or in real life. So if you have a light, it'll be highest contrast if there is no other light in the scene right? Then the shadows would be black. So if you have additional lighting in your scene you need to either dim it, or make your light brighter and adjust your contrast.
On top of that you can adjust the post processing by creating a postprocess volume and adjusting contrast, crushed blacks and crushed highlights.
I'm already to capture final video and screenshots of my environment, but the rocks and grass I placed with the foliage tool are either too dark, or glowing, depending if they're getting hit with direct or indirect light.
Looks like a sampling issue. In the hand placed example, you seem to be instancing objects on terrain mesh verts. In the scattered example, anything not on a terrain vert seems to have inaccuracies.
As a test, try tessalating the terrain mesh to a crazy high density and see if it affects the scattered example. I ran into a similar problem with Max's radiosity years ago and fixed it by placing a super dense plane under each object.
The documents doesn't seem to mention it.
https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/index.html
Moveable objects should have per-object motion blur, and skeletal meshes have per-bone motionblur.
Good thought, but there shouldn't be any vertex sampling going on. There's no correlation between vertex positions and lighting artifacts.
Looks like they were able to repro my issue on UE4 Answer Hub and a bug report was logged. If anybody else is running into this, fingers crossed we get a fix soon
https://answers.unrealengine.com/questions/15056/need-some-clarification-on-the-5-royalty.html
The socket I set up needs to be transformed into my character's hand, as a result, I need to have "Attach Location Type" set to "Keep Relative Offset" (at least I think this is the case.)
The problem is, if I have that setting enabled, my knife just disappears and is nowhere to be found within the scene, even though it is set to being visible and is clearly visible in the editor mode.
If I change the setting to "Snap to Target", then it just stays at the default new socket location which in my case, is below my character's stomach.
I could be wrong, but it seems like my socket isn't being detected properly since the knife ends up in the same position regardless of which socket I enter. I did a bit of googling and found several people who have used the same setup flawlessly but I can't figure out what I'm doing incorrectly.
Thanks guys!
EDIT: FIXED. Sorry, was having a mini-heart attack. I reset as many settings to default as I could and one of them worked lol
NegevPro: check your get socket node in Blueprint, make sure the dropdown on it is set to Object, see if that works? Is there a reason you're doing it in Level Blueprint instead of a blueprint actor of your skeletal or static mesh?
Edit: tried using opacity mask clip, no difference.
:poly141:err not sure, but it looked better in udk as far as I remember
http://vimeo.com/93246664#at=0
UE4 scene needs color correction but otherwise ... really nice!
Thank you Hourences, great work as always :thumbup:
In this picture, I have the directional light angle downward onto the table and floor. It' gives me a well lit room after the bake. I also have some low intensity spotlights in the windows, like in the Realistic Rendering example.
When I angle my directional light upward and onto the couch and back wall, my room turns into this..
Why is there such a drastic change in lighting in my second screenshot? It seems like I lose all of my bounce lighting from my directional light.
I'm reading through the documentation and it says the bounced lights are based on static spot lights. Have you moved them as well?
Then bake it.
Here's what I found out so far today. If I turn off all my spotlights, then it will bake out correctly like this:
Which is not bad, but I feel like it's missing a lot of ambient lighting now that my spot lights are turned off. Especially on the dining table side of the room. And if I turn just one of my spot lights on, it will start to become like my problem picture that I posted.
@JordanW: Yes my geometry has backfaces. I even made an "outer shell" geometry that's a box with holes cut in to match where my windows are.
Too bad everything I make looks like shit
I heard rumors, but I don't believe there any life beyond firewall.
it would be really stupid to change the name. Unreal is a brand with so much value imbued.
I would try to enable disable things, one by one. First try to do ambient only, try skylight, with HDR and from the scene ( not sure how it will define what is the scene to capture in case of interior), sky+spots, then if you happy with ambient try to add dynamic directional light, change it to stationary light, maybe is simpler to use additional bounce light instead baking gi from directional light, additionally try to use static only lights, check lights radius, etc. There easily can be some catch with overlapping lights.
Blog post: https://www.unrealengine.com/blog/sharing-the-unreal-engine-4-roadmap
I was actually thinking about posting mock up for node based particle editor, now that I see it is in backlog, I probably should think more on idea.
(P.s. use your noggin'! Cascade -> Niagara )
I'm still a total noob with UE4 but I voted for a few things!
For example, I did a quick practice of a ak47 drum barrel.
that is a little crazy, but i like it whatever works for ya!
i used to write html, css, and js out on notebook paper. While cleaning a few weeks ago i found old binders where i wrote out entire websites lol.
we're all pretty much crazy
:poly121::thumbup:
Slap 2 cameras on the back of the oculus to allow me to see through the googles in order to orient myself see my surroundings and its a deal. Maybe a google glass form factor eventually.