Ok, I'll do 2 posts here. This is a noobtastic GI light dome but it works. I've got another one on my work machine I can show you on Monday if this doesn't work. It's real similar though. Paste this in the script editor and hit enter: //PrerenderPyramid v0.7 - (c) Dmitry "Troydm" Geurkov int $lights; float $intensity;…
Generally, stationary light is the highest quality one, because it will have nice specular, unlike the static one. Its kinda like the best of both worlds. Its also the most used one in games made with ue4, at least on pc/console. Lower end devices may require fully baked lighting. About the lightmap uvs: Unreal can usually…
Hello everyone, this should be a really basic question: I have a scene with just one light source: the directional light. and all the shadows look weird after the light bake, what is the reason for that? am i missing an essential step or something? (and, oh god, ignore that sofa)
You can improve your lighning. First what software do you use? Max, Maya, Blender? Some game engine ? Also you can work at specular and gloss: Table can have high spec with low value of gloss. On the wall you can add bump map/normal map. You can lighten the color of the ambient light, or add some ambient light. Also render…
I have a confusion about implementing Speedtree smooth lighting to Unreal. In general, I have seen that people multiply normal maps with TwoSidedSign node, so that the backfacing leaves doesnt flip the normal. It does achieve the smooth shading, but with some added problems : * It blows up the basecolor a lot, it almost…
***FIXED*** For some reason it seems I had Force No Precomputed Light at ON. ***FIXED*** So I got an issue and the cause eludes me. The lighting of my UDK environment won't build. So I started my map with lights already built. I decided to make so mesh and material changes then I wanted to rebuild the light. Light building…
I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
galaxy uses a per model lightning system, just based on the indivdual shader, i.e. they use an envball with modulatex2 on a regular flat color texture to get nice shading. on top they usually add a hardware rim light. each model has their own shader with different settings, so there is no unified lightning approach. and…
Hello ! Here is my issue: I am building a scene in UDK, and I added some small skeletal mesh of red papers hanging from a tree (This scene: http://24.media.tumblr.com/d711070f088552607e9f4547f62ddb39/tumblr_mijesgBQlZ1s6o4nio1_1280.jpg ). The thing is, with my ambient lighting of the scene, and the lights positions, there…