Indirect Lighting Quality – Decreases Artifact Noise ( High).Num Indirect Lighting Bounces – Brightness of Scene ( Low).Static Lighting Level Scale – Details of Lightmass ( Medium).Static Lighting Level Scale X Indirect Lighting Quality = 1Īrtifacts can be reduced to an acceptable level when the above multiplication results in 1.0. With lighting quality set to Production-level, you can use the below formula for as a reference to get good lighting results. The formula works in that since with a low level scale, you will introduce a lot of noise, increasing indirect lighting quality can offset this to reduce the artifacts. Especially jumping from High to Production has a huge impact on build times. The biggest setting before building light. Indirect Lighting Quality 10 (1 hour 5 minutes 24 seconds).Indirect Lighting Quality 5 (29 minutes 46 seconds).Indirect Lighting Quality 2 (12 minutes 55 seconds).Indirect Lighting Quality 1 (7 minutes 48 seconds).Reduces the noise in the indirect light bounces. Ranges between 1 and 10, with a high impact on lighting build times. Increases the number of rays for the final gathering. This noise would for example originate from the Level Scale value tweaked before. Increasing the smoothness value above 1 reduces the noise in the indirect lighting, at the cost of increased build times. With fine details you will see them influence the scene more with a lower level-scale. Check out the screenshots for his comparison of bounce count below.Ĭhanges the scale of the level for lightmass, where lower scales results in more light evaluation detail. However, it also doesn’t increase the end light quality much either. Users tend to go crazy and bounce up to 100 times, this doesn’t affect the build time much fortunately. I’ve compiled the list below to easily review their individual effects. Jerome provides us with a great comparison of some of the most important Lightmass settings, the effect on quality and bake times for each. ( 16:36 video timestamp) Lighting Quality Settings By specifying the Min Lightmap Resolution you define the space between each UV island (Padding) By keeping this the same as the actual lightmap sizes used on the asset you get the best padding on the lightmaps and thereby better shadows in the same resolution. With a Directional Light set at 3.14 in your scene that should give you the same intensity of 0.50 Grey (which you can check with a Color Picker either in-engine or on your screenshot via Photoshop) Setting up LightmapsĬheck out the Static Mesh Editor to let Unreal Engine generate lightmaps for you. To properly test your lighting set up reference spheres to visualize the lighting results in the map. Before you start lighting your scene, there are a couple of post processing settings to change to get consistent results in reviewing your light bakes.
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