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?
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.
answered Mar 08 '15 at 06:04 PM
Lovecraft_K ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here