x

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"

New static light reflection baking is difficult to work with

The 4.8 Changenotes lists :New: Rendering light shape into reflection captures for static lights

Can this be improved? This is impossible to work with if you can't easily decide which lights get it and which do not. I have hundreds of weak ambient lights and all of them now cast reflections by default, giving me major problems with The Solus Project.

Expected behavior for me would be that if Min Roughness == 1.0 it would not bake into the reflection. It currently ignores the roughness setting it seems.

The only solution I have found is to set the source radius to a massive value, which effectively fixes it but it feels like a hack. Optionally an ini flag to kill it altogether would be great. I looked for one but couldn't locate one.

Here are two static lights with min roughness 1.0 that are reflecting, even though I am trying to make ambient lights with no source.

alt text

And here is a completely new empty project with a cube and 1 static weak light. Note the extreme intensity, and strange shape for the reflection.

alt text

Product Version: UE 4.8
Tags:
more ▼

asked Jul 30 '15 at 11:23 PM in Bug Reports

avatar image

Hourences
36 5 6 8

avatar image Tim Hobson ♦♦ STAFF Jul 31 '15 at 12:57 AM

Hey Hourences, I've moved this over to our Bug Reports section so I can investigate this a little more and see if we can at the very least get a ticket in for improvement or see if there is something that can be adjusted to help get you better results. I'll update as soon as I know more and have had time to look into this.

Tim

avatar image Hourences Aug 07 '15 at 09:12 AM

Hi, Do we have any update on this? It is particularly annoying, and is a visual blocker. Our whole game looks terrible now. We can't record videos, do lighting, show it to anyone and so forth and that is a major issue.

We had someone go through the source code + shader files but we can't really locate where this has been changed. We can't figure it out.

This is for example how a dark corridor in the game looks right now that has a weak static light nearby. These super bright dots are also moving and flickering as you move around, making them even more obvious.

alt text

t443t34t3we.jpg (47.4 kB)
avatar image Hourences Aug 10 '15 at 01:59 PM

Great thanks! I hope this will still be able to make it into 4.9? From a visual perspective this is very high prio for us.

I also want to highlight that the source radius fix in reality doesn't actually work I found out. Increasing source radius on all of our lights in a level pushed our level from 40 min preview build time to ~8 hours for a preview build. It is therefore effectively impossible to use as a fix.

avatar image Tim Hobson ♦♦ STAFF Aug 10 '15 at 02:30 PM

Ouch! Yeah, that can be a problem. Something smaller like my test scene wouldn't indicate that kind problem. :/

I've located the change in GitHub here: https://github.com/EpicGames/UnrealEngine/commit/20ce66af3e01735d9f455565501c08858c9bd8a4

Maybe this will help for the moment to revert some of the changes. I've also emailed one of the engineers to get some clarification on reverting to the older method. I'll update you once I get a response.

avatar image Ashkandi Aug 26 '15 at 08:27 PM

Any news on this? I have a lot of "hidden" static lights in my game and all of my reflections looks crazy now.

avatar image Tim Hobson ♦♦ STAFF Aug 27 '15 at 06:03 PM

@Ashkandi

At the moment this is backlogged due to other priorities. If you're using a source build you can revert the changes using the information from the GitHub commit above to revert back.

From what I was told it is well contained code that can be disabled if you wish. It's not exposed via the editor so you will have to use source to do so.

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

The change with how reflections work with Min Roughness is not currently supported. I've submitted ticket UE-19818 for this to be looked into further.

The star pattern that is generated when not using increasing the light source shape is something that we definitely want to address as well.

For instance, here was my test scene. The only way to get rid of the star pattern and remove the light shape from the capture was to increase the source radius for the light shape, but that's not an ideal solution.

I'll update you when I have any updates on the ticket.

alt text

minroughness.png (403.3 kB)
more ▼

answered Aug 10 '15 at 01:55 PM

avatar image

Tim Hobson ♦♦ STAFF
49k 886 98 874

(comments are locked)
10|2000 characters needed characters left
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