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Baked lighting on moving object

Hey, i have a big object that moves dynamically in my scene and the player can walk on it. Now I want the objects lighting to be baked so that it looks good. So in order for my object to move however I have to declare it movable but that disables static lighting on it. Since my object is self contained it could receive baked lighting without any problems.

Is there a way to precompute the baked light just for this isolated movable object, then set it to movable place it in the scene and have the lighting still be applied?

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asked Jan 18 '15 at 05:07 PM in Rendering

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Timothy
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2 answers: sort voted first

Hi Timothy,

So long as your have at least a stationary or Static light in your scene this will apply. Select the "movable" object that you want to have baked shadows and in the details panel locate the advanced option check box for "Light as if Static." This will bake the static lighting to the movable actor. If you're using only Dynamic lighting in your scene this option will be grayed out and not able to be selected.

Thanks!

Tim

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answered Jan 19 '15 at 03:24 AM

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Tim Hobson ♦♦ STAFF
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avatar image Timothy Jan 19 '15 at 01:17 PM

Hey Tim, I have tried your suggestion, however, the object I'm trying to move is a big ship, which should receive dynamic light from the scene light and static light through point lights attached to it. Since the lights are bound by hierarchy to the ship inside a blueprint they don't really move relative to the ship. So their light could be baked. But to cast static light they also have to be declared as static and when the lights are declared static they can't be attached to a moving ship. Thus preventing me from using baked shadows....

I hope the explanation makes sense and there is a way to achieve this in ue4.

avatar image Tim Hobson ♦♦ STAFF Jan 19 '15 at 03:17 PM

I'm not aware of a way to make something like that work. My suggestion was more for general movable objects in your scene that may need static lighting baked. :/

I toyed with the notion for a few minutes setting up a mesh with some attached lights and did not get any good results. The only solution that may work beyond this if you need the baked shadows would be to bake that information into your texture using your modeling software.

avatar image Timothy Jan 19 '15 at 03:37 PM

That's a bummer, especially since I think this feature may be quite useful for a number of situations... Anyway, thanks for the answer, and I think I will try to bake the information in a third party software.

avatar image Hainzgrimmer May 03 '16 at 02:12 PM

Hi Tim, I have a similar condition: I made a blueprint with some objects, and with a button I make some of them visibile and the other invisibile (this to show two possible options of furniture); they are not under direct light but they are in an interior and so they are reached only by indirect light. My problem is that under indirect light my object don't have any shadows on them neither soft-shadow under them; I tried you suggestion to use the "light as if static" option and the result was what I was looking for, but I see all the shadows of the objects even when they are invisible

There is a way to toggle even the visibility of those shadows? or it's a limit of the engine?

avatar image Tim Hobson ♦♦ STAFF May 03 '16 at 05:07 PM

@Hainzgrimmer

When using Light as if Static the lighting will be baked for all objects, including those you choose to switch out. There isn't a way around this unless you unchecked the option for cast shadow, but then you wouldn't have any shadows at all.

As a workaround, you could explore having a low-intensity point light in place to help cast some softer shadows. You would set this to be dynamic so that there are no baked shadows and it will affect the objects that are being switched out.

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@Hainzgrimmer , you can take those different furniture styles and move to another level and click that switch to lightning scenario button to the right *levels menu` so they will appear with their own ligning effects including baked stuff

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answered Mar 07 '17 at 02:37 PM

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bdogrular
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