I have toggleable lights in my level that are just using the toggle node in kismet to turn on and off when the level is loaded. They work fine until I build the lighting. Once lighting is built the lights stop blinking when I play the level. Any idea why?
We are working on a forest scene using the Directional light to do most of the lighting and have come across an issue when our LOD's change. The lighting changes dramatically in some of the assets, even though the lightmaps are closely matched. To create the assets we used photogrammetry and reduction of the LOD's was…
We need someone to light this room within unitys engine to give it a more cinematic and warm look to it. think of like a Pixar based lighting, we would also like a skybox that changes as time goes on slowly, if this can be done by you, we may be able to. think something like this example: the room is here do send us a…
id say its one of the hardest things to get into in games, as you need a very good knoledge of light science (in an artistic way), an artistic eye, and a good knoledge of the engine working in, but not to put you off its also one of the most rewarding parts of my job. I would start by making a few greyscale scenes and then…
I've got some point lights set only to channel 3 and a couple meshes also set to channel 3 only. Now the problem is that the same point lights are lighting meshes set to channel 4. Why is it lighting meshes set on a different channel? (using latest version of udk)
I've put it on detail lighting: As you can see I've got these issues: These are the properties of the World properties and the Point light I tried exporting it from 3dsmax as an ASE and FBX. I'm using smoothing groups, the light map is set to 1024 and the lighting is set to production, any help would be appreciated thanks!
Hello sorry for the stupid question , I am a newbie on render things but I was wondering when I model a light source in a scene , like a lamp etc and I want different of those have different colors, should I give the materials all the same and apply a second polygonal model in front to alter the light with a glass material…
Hello! So I have this problem about light function. I'm currently working on lighting a scene which is outdoors. I want some clouds to move over the scene with the sun shining through them. So I added a texture with a panner to make it move. Put "Use with Light Function" on and selected Translucent with Unlit in the…
Skel/Interp actor use an Environment Light (visible in the properties of the actor), this a sort of cubemap that merge all the incoming lighting and compute the dynamic lighting on the object. Static meshes don't have these env light, also static meshes are good for props, not for character because lightmap are not…
When I start up a scene, we all know, there is the default lighting. It seems to be an omnilight bound to the center of the non-existent camera in the viewport. About halfway through building, I always like to throw in my intended lighting to keep see how objects are going to read. Getting them where I want them, I do find…