Im working on my scifi scene and Im currently having problems in lighting my scene. Whatever I try doesnt seem right. And this is what it looks like unlit. P.S: Im working on the UI on the screens too so dont talk about that :P
You might want to have a look at emissive lighting, as that what I seem to see is missing, none of your light areas is actually lighting up the surroundings. Have a look at this page: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/EmissiveGlow/index.html Also, this tutorial might help you a lot…
Err I have no clue. The spotlights are working though but I was wondering how to get some more light into the scene without making it too bright. Its my first time doing a scene like this though I have been working on UE4 for a year now. Do you think the lighting is ok ?
Well as far as the lighting goes, it doesn't even seem like the spotlights are working, but I'd focus on the lighting from the panels first. There should be a node in the material editor that allows you to control the GI strength from the emissive parts, as well as the bloom separately, instead of using the single…
Is this about the spotlights not working or nothing coming from the screens? Are the lights using the inverse squared falloff or no? Should be checked by default if I remember. Are they baked or dynamic? Do they work in the opposite mode, or before you build lighting?
Hey thanks for the links but I tried emissive lighting before on a lot of levels but the result was eye jarring (that's what the feedback said) Ill try using the second link and see if it works.