How to set global light of project including procedural mesh?
Hi,all. My project generates procedural mesh and load uasserts dynamically. I set the global illumination according to this. But the lighting effect is not realistic at all. I can't see any indirect shadow and there is no light intensity changing from window to inner room. I think light bouncing is not working at all.
I post a related question before: link text
Any ideas may help. :)
asked Jan 18 '16 at 10:28 AM in Rendering
The page you linked to for Global Illumination refers to lightmass which is all precomputed. This type of global illumination is not dynamic and requires all the lighting to be built prior and does not support dynamic objects being spawned in. The Volume Light Samples that are placed when calculated for any static objects in the scene that are not spawned dynamically can help indirectly lighting something, but this does not use shadow casting.
Right now the only options for dynamic indirect lighting are that are available with UE4 are Light Propagation Volumes (LPV) and Distance Field GI, which are both considered experimental and not ready for production due to known issues and artifacts.
answered Jan 18 '16 at 05:21 PM
Tim Hobson ♦♦ STAFF
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