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[Closed] is there a way to generate even lighting from a volume?

I recall in UDK, various volumes could generate lighting at a constant level. I used to use it for a minimum intensity, but now I want to use it because I have a complex surface that is supposed to glow as if it was radioactive. Lighting it with normal lights would require probably 20-40 lights because of the size and complexity.

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asked Jan 25 '15 at 03:08 AM in Using UE4

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awilliams1701
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avatar image Jacky Jan 25 '15 at 03:16 AM

If you are talking about emissive static lighting in UDK it has been added with 4.6. All you need to do is to enable Use Emissive for Static Lighting in the actor's properties before you build the lights.

avatar image Luos Jan 25 '15 at 03:21 AM

Wouldnt it also be possible to add a post processing volume that adds emissive effects to its environment?

avatar image awilliams1701 Jan 25 '15 at 04:01 AM

I've tried both. I don't know if my emissive isn't bright enough or what, but it didn't work and unlike UDK, you can't boost this. Post processing only works if you're in the volume. I can't have it do that because it needs to be limited to an area, but visible outside of that.

avatar image Jacky Jan 25 '15 at 03:02 PM

Can you post a screenshot of that specific area and your material setup for the emissive mesh?

avatar image awilliams1701 Jan 25 '15 at 05:06 PM

This is one of the areas. I would like a nice glow around it. It will be used in several areas though. alt text

slimepit.png (5.0 MB)
avatar image awilliams1701 Jan 25 '15 at 05:08 PM

First half of the shader. This side rotates the textures and generates ripples and waves. alt text

slimea.png (203.6 kB)
avatar image awilliams1701 Jan 25 '15 at 05:09 PM

This is the other half of the shader. alt text

slimeb.png (401.7 kB)
avatar image Jacky Jan 25 '15 at 05:41 PM

Weird. I've just tested a cube with a basic emissive material on it in a closed room and it works perfectly. Could you try replacing the material with an opaque material with a green 3Vector attached to the emissive please and see how that works?

If that doesnt work out either a workaround for you; You can use long tube light sources along the walls and a point light in the middle to imitate the overall glowing effect.

avatar image awilliams1701 Jan 25 '15 at 06:01 PM

I tried a material with a 0,2,0 emissive and the glow is right. However I don't like the way it looks. I just discovered that you can get better results by creating a material instance even if you don't have any parameters. There is an emissive boost in there. Using my same material with an emissive boost of 10 it starts to show up. I think a value of 15 or 20 might do it.

avatar image Jacky Jan 25 '15 at 06:04 PM

Cool, if it works then go for it. :)

avatar image awilliams1701 Jan 25 '15 at 06:15 PM

I appear to need multiple instances. Some brighter than others. Indoor/outdoor type things.

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The question has been closed Jan 28 '15 at 01:24 AM by awilliams1701 for the following reason:

The question is answered, right answer was accepted


1 answer: sort voted first

While it doesn't appear to be possible from a volume you can use emissive for lighting. If it isn't bright enough, create a material instance. The instance will let you set an emissive boost.

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answered Jan 28 '15 at 01:24 AM

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awilliams1701
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