I'm having 2 issues in 3.06 that I don't think I ran in to in 3.05 1. Lights in general don't seem to be casting shadows properly. I can have a light behind an object with shadows, ambient occlusion, and GI turned on, and the light will still cast through the object even though it's not there. 2. Spot Angle seems to be…
When it's an interp actor, it's lit with dynamic lighting (plus some indirect lighting) while a static mesh is lit usually only with lightmaps generated with Lightmass. These lightmaps in UDK tend to greatly wash out the details from the normal maps and make it look flat. Boosting the normal map intensity in the shader…
The purpose of the 3 point light setup is to create lighting from a main source (1), light from a seconday more distant source (2) and a back light or rim light (3) that creates light on the edges of the model. The main light is pretty straight forward, the secondary light is more of a fill light and could be of a…
@PixelMasher Hi Tim, watched your tutorial here: https://www.youtube.com/watch?v=eVPuvCAEz4Q Very informative, I read this info here on ue4 doc: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/EmissiveGlow/index.html At the bottom of the page: Conclusion Adding Emissive Lighting to any Material is very…
So I'm working on a scene right now, and out of the blue, issues have been popping left and right. First and foremost is my framerate after a lighting build. It just seems to drop. If I just toggle the light and "unbuild" the scene, my framerate doubles, not to mention it even looks better for some reason. I'm getting…
Apparently, the problem was that the ground had been duplicated like 6 times. So it was overlayed, and therefore causing slight offsets in the lighting. The reason this happened is because the ground was set to lock in position, and I must have accidentally grabbed it when drag duplicating other objects. I selected the…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
Hi! I just started to learn UDK and after watching a looooooot of tutorial videos i started to build my own level. Well I crashed in to a wall pretty fast :( Problem: I try to build a fluorescent light (or spotlight, same problem with that) in the corner where ceiling and wall meets. I have a lowered middle part of the…
Why is my lighting and shadowing getting screwed up when I convert a Static Mesh to a Mover? Exhibit A: http://s20.postimage.org/vvcl7s0j1/comparison.jpg The image on the top is of the Static Mesh. It's being illuminated by 3 dynamic (Movable) lights with shadow mapping enabled on all 3 of them. In addition to the lights,…
Thank you in advance for any help you can give me. I am trying to create this scene As you can see it is lit very strongly through the window with lots of beautiful bounce lighting going on. I thought UDK's lightmass could get me similar results, but so far iv'e struggled getting anything nice at all. Here is what I have…