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Lighting Flare with Orthographic Camera

In working on a 2D-Orthographic camera view project of my own, I'm experiencing powerful lighting flares from Point lights and Spotlights directed toward the origin (0,0,0) of the level. To illustrate this problem, I recreated the effect in the 2D side-scroller template in two steps:

1) Change the Background_Sprite material to DefaultLitSpriteMaterial (in order to enable lighting of the background). 2) Add in point lights to the map, adjusting only their attenuation radius to 10000.

After building the lighting and running the simulation, one can clearly see the visual glare coming from each point light, concentrating on the origin, and increasing in intensity the further away from the origin the lights are placed.


A (low FOV) perspective camera certainly eliminates this issue altogether, however it brings up all of the associated issues of trying to simulate a 2D view in a clearly 3D world. Am I missing a simple fix to materials or lighting, or does anyone know of a workaround to correct this problem?

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lightingtest.png (500.8 kB)
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asked Jan 19 '15 at 10:59 PM in Bug Reports

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Outset Initiative
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avatar image Ixodidae Feb 24 '15 at 05:11 PM

Got the same problem :( any solutions incoming or is it possible to redraw those reflection like camera was in persp. fov 5 mode?

avatar image Azarus Mar 08 '15 at 01:56 PM

I have the same issue: http://img.ctrlv.in/img/15/03/08/54fc54f62cfcb.png

Even if i use sprites as background. I get this weird result. Any solution? please?

Here is the perspective view: http://img.ctrlv.in/img/15/03/08/54fc576f71fa6.png

avatar image m3phizzto Jun 18 '17 at 08:34 PM

In my case the follwing was working fine for me:

Go into Project Settings --> "Rendering" and make sure that Forward Shading is enabled. After restarting the editor, i had no more flares or lighting problems.

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Hello All -

I have reported this issue for investigation as UE-11446, but it looks like it is an issue with the PBM's roughness setting not computing correctly in the orthographic camera view. If you take the Default Lit Sprite Material and set the Roughness to 0 (with no input it defaults to 0.5) your Flares should be significantly reduced if not eliminated. And if possible turning off Lens Flare and Bloom can help as well. As soon as we have investigated this issue further though I will report back here.

Thank You

Eric Ketchum

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answered Mar 08 '15 at 06:04 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Outset Initiative Mar 09 '15 at 12:18 PM

Thank you for taking notice of this topic, Eric! Work continues on the UE project I am participating in, although we have been doing our best to make a perspective camera work with 2D art. I'm still very interested in a resolution to this issue.

Per your suggestion, I tried manipulating the roughness value in our flooring material. The behavior I observed seemed to act like a focus on the "flare." 0.5 does indeed appear to be the default roughness value; 0.0 resulted in a sharp line of bright light; high values cause a very diffused looking effect, but the "flare" is still apparent.

alt text

I can't help but feel that this artifact has something to do with the mathematics of lighting through an orthographic viewpoint. Every "flare" converges on the 0,0,0 origin of the world, and their intensity also increases with distance from the origin.

roughnesstest.png (229.8 kB)
avatar image Lovecraft_K ♦♦ STAFF Mar 09 '15 at 02:14 PM

Yes, I believe you are correct, this is the same behavior that I discussed as well and our rendering engineers are looking t this issue right now.

Thank You for the additional information and image I will attach it to our bug report.

Eric Ketchum

avatar image Sandstrike Sep 05 '15 at 08:37 AM

I've run into the same issues, hopefully it will be fixed soon.

avatar image Noowai Aug 18 '16 at 08:09 AM

same here, on attached pic, I'm using 3 point lights with texture from starter pack. UE4.12

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avatar image jonaspincky Oct 08 '16 at 03:03 PM

I also have this bug. I'd really appreciate a fix for this, since a very large feature in my game is impossible without ortographic camera :(

avatar image xfreezy Jun 09 '17 at 01:55 AM

I am still experiencing this bug, point lights have flares towards 0.0.0 on materials with specular highlights, in orthographic camera, UE version 4.15.

Was this not resolved yet? Does anyone know a workaround?

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