Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Easy / Quick way to light an interior only grey box


I'm still getting the hang of UE4, having moved from UDK, so bear with me please! Also I'm not too experienced with lighting

Anyways, I built a greybox for a level on a project I'm working on. Most of the rooms have no windows. Everything is just always so dark. One point light is often not powerful enough to light up a room, but when I put two next to each other one of them gets that big "X" on it and doesn't work.

Since I'm not interested in lighting specifics yet, and more interested in just having light that is consistent, and bright enough to see where you are going, what would be the best approach? Is there something I can set in a light mass importance volume or post process volume that will help?

Anything helps! Thanks

edit: I just tried it on another computer. Apparently the graphics card on this computer sucks and is heavily changing the lighting (and making everything dark). Maybe there's something that can be done about that?

Product Version: Not Selected
more ▼

asked Oct 10 '14 at 12:22 AM in Rendering

avatar image

1 1 1 3

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey TTS -

Two things that I would do to help with the initial setup phase of building a level. First is Post Process related, teh engine by default does some wonderfully physics based calculations for eye adaption, which is great when you crafting the final look of you level but can be cumbersome when you are working on initial level design. You can add a Post Process Volume and set it to unbound (making it global) and set the Max and Min Brightness under Auto Exposure to 1.0. This will disable Eye Adaption until you are ready to look into crafting that look in your level. I might also add a skylight which does not cast shadows but does affect the world which should allow you to have some general non-specific illumination everywhere. When you are ready I would also spend some time reviewing our documentation about the lighting types because while much is similar to UDK the lighting system is overhauled significantly and with new functionality that does have a learning curve. IN particular focus on the section about the new Stationary Light Type versus Static and Movable, found beginning here:


Thank You

Eric Ketchum

more ▼

answered Oct 13 '14 at 06:47 PM

avatar image

Lovecraft_K ♦♦ STAFF
36.8k 702 260 736

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question