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How can I light up the whole world evenly, but not reflect the sky color, keeping the light all white?

alt text

I am trying to make a world with even lighting all around, including the bottom side of the world. The SkyLight solves that problem with the "Lower Hemisphere is .. " unchecked. The problem with only using a SkyLight is that it seems to bouncing the SkySphere's color (blue) in this case to everything.

These are all the component I have in the world that affects lighting:

  1. BP_Sky_Sphere

  2. LightMassImportanceVolume

  3. SkyLight

  4. SphereReflectionCapture

This project is intended for mobile production.

The end result I would like to have would be for the sky to be blue and for the lighting to be natural white and not reflect the sky's color onto everything.

Steps that I have done so far from a clean mobile project to test out the lighting.

  1. BP_Sky_Sphere - Unchecked determined by sun position

  2. BP_Sky_Sphere - Change Zenith/Horizon/Cloud Colors to white

  3. BP_Sky_Sphere - Change Overall Color to Blue

  4. Remove any Directional Light

  5. Added SkyLight and unchecked lower hemisphere is black

The sphere in the picture has a new material I made with the base color white.

Product Version: UE 4.12
screenshot00001.png (788.2 kB)
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asked Aug 16 '16 at 09:25 PM in Using UE4

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You can achieve this by setting the material to UNLIT and then either change the colour in each material/texture or you can use a variable called luminosity that you multiply with the colour or texture output.

By doing this you have a very cheap material AND you can easily change the light intensity.

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answered Aug 18 '16 at 12:31 AM

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