@melviso Have a look at the second vid I linked. He just bakes the lightmap. Flatiron also auto-unwraps the lightmap UVs. So this map you would plug into your lightmap in UE4 and use whatever textures you like for your materials. The beauty of this is that you can output offline quality lighting/GI and override UE4's…
Thanks. How do u plug in the lightmap in UE4 and override the static lighting? I watched other videos of Faltiron and it is plugged into the emission slot.
Yes, it is very impressive. Although don't throw UE4 out just yet...... real-time ray-tracing will be the next big step by the end of the year. Exciting times, my friend. )
Well, that's really cool to know. I wonder what graphics we will be looking at in the next 10 to 15 years : - ) Lighting test Blender eevee: No lightmaps or light leaks!! Ue4 why aren't they using light probes?
UE4 is very weird like that. It always seemed like Epic rushed this feature after the SVOGI fiasco didn't work out. That said, there's nothing stopping you from using 3rd party plugins to get around these issues. That's something I wish I tried more earlier.
Found fhis while doing some research on environments in ue4. Here the devs switched to dynamic lighting due to lightmap issues. I also intend to check out their other videos. Very resourceful for those interested in making games as well. https://www.youtube.com/watch?v=c2YL9L-OZg4
@SolSkyre Didn't they mention it would be difficult to do. People are currently testing it. I have and it's very fast compared to the old way. @JordanN Haha!! I can imagine the wonder why the lightmass baking isn't faster. Wait.. u can use Mental ray to bake lightmaps in ue4?
I haven't tried datasmith with ue4 tbh. I think it only handles material and mesh import. The light leaks problem still will be an issue. No, I am presently using Blender atm. My apologies, I should have mentioned that. I am also familiar with 3dsmax but I am using Blender atm. Thanks for the video link.
Tried to add geometry to the roofs, light leaks again. I think I might have to revert back to cpu lightmass. Seems the gpu only works in certain situations without issues. The question is with external lightmaps, light leaks issue is completely removed. Using them means reflection has to be baked externally too. Really…