Hi all, I was wondering if there is a way to make two sky sphere blueprints to light a level where one is directly visible for the sky with no lighting effect on the level and another that is not visible but lights the level. I want to try out some lighting technique with ue4. Is this possible? Also, can someone tell me if…
I'm not sure I understand what you mean with the two blueprints for lighting a level through skies. Like cubemaps for image-based lighting? Or? For the second one, tessellation/displacement on landscape actors is currently pretty buggy. You could just set up distance-based tessellation with a terrain mesh that was sculpted…
Hi, sorry for bumping up an older thread. Had to stop using game engines for a while. Turns out the two sky sphere for ue4 doesn't work after lighting is rebuilt. Is there a way one can tell the engine to use one sky sphere for lighting the level and use one to just be directly visible with no lighting effects and remains…
Hide the one that you want just visually before you bake and unhide after building. If this doesn't work for some reason, you could place it as movable actor.
Thanks Leleuxart. Been experimenting also with Lumberyard as well. Seems Dynamic Lighting is way better and manageable. No problem with distance from the camera as well.
Cascaded shadow maps are pretty tricky, because they require a lot of tweaking to get the best settings for the trade off. You'll be sacrificing some quality/accuracy for fully dynamic shadows. Also look at the shadow bias/shadow filter sharpen options in the directional light. If you're getting disconnected shadows,…
Guys, I have a problem. I am trying out lighting a scene with using a movable sun(direct light) which will create dynamic shadows with a movable skylight like Koola's ue4 scenes. Problem is the cascaded shadow maps are quite a problem as they look good from a certain camera distance but look bad if I move the camera closer…
I just realized..That's what color of skylight is for. No worries..mate. Just figured it out. What if I sculpted a mesh in Mudbox/Zbrush? I am guessing I need to bake out the displacement map to use as a height map after importing the low res mesh in UE4. Why not just procedural foilage for the rocks and stones but he uses…