In offline renderers, we have area lights like this: I have tried looking this up on ue4 documentation but all I can find is directional lights, point, sky, and spot. Is there a way to fake it for dynamic lighting in ue4?
^ That is for dynamic lighting though. There is a better quality way for static lighting, through emissive materials on meshes. To do that, make an emissive material with some intensity, apply it on the mesh, and enable "Use emissive for area lighting" - its called something like that - on the mesh properties. More here:…
Thanks guys for the info, will look into them asap : - ) What about emissive lights with ue4 lpv. Does that work? Also can I get a light to only cast shadows and not light a scene or objects?
Sort of. Point lights have an option called "source radius" that can give the light an "area" effect. But, as far as I know, not as a rectangle. https://docs.unrealengine.com/en-us/Resources/ContentExamples/Lighting/5_1 And, you have to bake it for the shadows to look right.
Professional game developers will prefer performance and quality over workflow speed so I'm not sure what kind of game developers switched to dynamic lighting for such reason ;) Leaks are annoying for sure, but they can definitely be solved. If the baking takes long, you can distribute render with lightmass. You can bake…
Area lights are available with the VXGI 2.0 extension for UE4. To be honest, I thought they were already added in a previous update but I guess not. https://www.youtube.com/watch?v=g3kLO-4fZRc
Yep. Source radius can be used to make the specular highlights look like how they would look when they are created by an area light. Also, when mesh distance field generation is enabled in the project settings, ray traced distance field soft shadows are used on the lights, and source radius determines the shadow softness -…
These devs did because of lightmap issues :wink: https://www.youtube.com/watch?v=c2YL9L-OZg4 I know :smile: Just that these light leaks can really get frustrating especially for certain interior types.
I know. The price is very high. At some point they might go ue4 route. Some game companies are already using it I think. Would u know anything about starting building lighting using a command line? Is it done using the output log?
I found this. Ue4 might be having some serious competition: https://www.youtube.com/watch?v=tEtWzaq4D4I But the engine isn't free though. Can some one pls tell me how to launch building lighting through the command line? The command line is it in the output log or it's done without opening ue4? Sorry noob question.