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"

Why so different result between static, stationary and movable lights?

Hi everyone!

I'm testing influence of the lights depending on their mobility (static, stationary, movable) at the base scene.

I understand their differences, but I do not understand why the visual result is so different. I turned off all the lights (including the sun, sphere, environment intensity in the world settings (= 0)), there is only Spot Light at the exterior of the window.

I'm attaching 3 screenshot after lightbuilding. Why screenshot with the static light hasn't stamp light and shadows? Why screenshot with movable hasn't indirect light? Why they are so different? Please, give me advice and some ideas.

[1]: /storage/temp/110121-screenshot_6.png

Product Version: UE 4.13
screenshot_4.png (428.4 kB)
screenshot_5.png (562.4 kB)
screenshot_6.png (534.3 kB)
more ▼

asked Oct 08 '16 at 11:19 AM in Using UE4

avatar image

11 5 7 9

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

1 answer: sort voted first

Hi mifa,

Moveable lights do not have dynamic indirect lighting (Global Illumination) as default. There are a few ways you can do this currently in Unreal but it will require a bit of setup. Nvidias VXGI produces some really nice results but requires quite powerful hardware so probably isnt viable right now. Distance Field Global Illumination is probably what you want, and do use that you have to put in a Skylight, then in your project settings enable Mesh Distance Fields.

More info on that here - http://timhobsonue4.snappages.com/distance-field-global-illumination And here - https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html

The reason your static lighting might not be casting the correct shadows is a static light only casts on static objects. Those items in the scene might be set to either moveable or stationary and therefore cannot receive dynamic lighting.

There are people much more knowledgeable about this stuff so they might be able to provide more depth.



more ▼

answered Oct 08 '16 at 11:47 AM

avatar image

251 7 3 11

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