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"

[Closed] [Request] Static tube light and emissive

Hello everyone,

This has been talked during beta it seems but I want to give it a shout and ask for more recent content than "march 14 Archive"

(tube lights emit point lights in static baked lights)

Having a new light system with "acturate light physics" make absolutely no sense if your lights are in incorrect positions !
It makes no sense and defeat the purpose of "accurate lights"

My games was lighten 100% with emissive shaders in UDK, and now I have to add point lights to square, triangle and immensely long pathways... just to have them "incorrectly emiting lights now in UE4.
Look at this : http://www.synthesisuniverse.com/
100% emissive shaders and photons baked lights.

PLEASE add and correct this for the sake of original creativity and REALISM !

Merci !
(I love so much everything else !) :D

Product Version: Not Selected
more ▼

asked Apr 26 '14 at 12:36 PM in Everything Else

avatar image

91 11 15 18

avatar image TheAwesomeTh3ory Apr 26 '14 at 03:21 PM

I want this too!

avatar image WormSlayer Apr 26 '14 at 03:56 PM

It is pretty painful to work around, especially when it's a feature we've lost since Unreal 3. Manually placing hundreds and hundreds of fill-lights to emulate emissive textures reminds me of working with the original Unreal engine back in the 90's XD

avatar image BrickTop Apr 26 '14 at 05:01 PM

Subscribing to this as well. You can kinda fiddle with Source radius to fake it, but it's a pain. Another application for this is to use emissive planes in windows to bounce more light into interior without having to go crazy on Environment Intensity or Diffuse boost. Would love to see this in the next release.

avatar image PalmliX Apr 28 '14 at 07:32 AM

Have to say I would love this too, I was kind of disappointed when I realized that emissive materials only emitted a glow as opposed to actual lighting.

avatar image pmlvl Jun 30 '14 at 08:31 PM

I want to have this too!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

The question has been closed Jul 01 '14 at 06:20 PM by Tim Hobson for the following reason:

The question is answered, right answer was accepted

1 answer: sort voted first

Hi everyone,

Here is a forum post that is referencing this topic.

**Long Lights not supported by Lightmass**

This was submitted for a pull-request a while back. There is no time frame when this will be fully implemented in the engine.

Thank you!


more ▼

answered Jul 01 '14 at 06:19 PM

avatar image

Tim Hobson ♦♦ STAFF
48.8k 888 103 878

avatar image pmlvl Jul 01 '14 at 09:33 PM

Bye bye sky portals...

avatar image olivierJT Jul 02 '14 at 09:56 PM

Awesome, thank you Tim for the update, I look forward to this in an official release ! Still need emissive photons though for shaders ^_^

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question