[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”

PLEASE IMPLEMENT EMISSIVE PHOTONS FOR SHADERS !
PLEASE IMPLEMENT at least CORRECT EMISSIVE for LIGTHS with LENGTH (Tube)
(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 !) :smiley:

I want this too!

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

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.

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.

I want to have this too!

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!

Bye bye sky portals…

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