x

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"

Shadow Casting&Receiving on emissive material

Hi I'm trying to build a stylized rendering system with following requirement:

  • All materials cast&receive shadows as they should

  • All lights are faked by computing my own light values and output to emissive input

Right now as long as the material has ever used emissive channel, it stops to cast&receive shadows, I tried tons of ways to bring shadows back, every solution comes with certain compromises.

  • Give it a hidden shadow caster parent (successfully casting shadows but no receiving since there's no option for hidden object to receive shadows)

  • Layered Material, with a simple lambert blended with my material (both casting and receiving shadows achieved but shadows appears washed out, I didn't find multiply blend mode or post lighting blend)

  • Scene Capture2d (I'm able to hide actors but can't override their material so essentially useless)

  • Use directional light only (Since there's no attenuation for directional light I can use base color instead of emissive)

  • Translucent material (If i'm not mistaken, this one doesn't receive shadow either)

So the only solution I came think of right now is to do another identical scene rendering side by side with scene capture and blend the render target. I haven't tried it because this DOUBLES all computation which I truely want to avoid.

I'm so stuck and Googled a lot with no actual progress. Please Help.

Product Version: UE 4.13
Tags:
more ▼

asked Oct 24 '16 at 03:07 AM in Rendering

avatar image

Shingle
1 2 1

avatar image Shingle Oct 24 '16 at 04:42 AM

Just found an acceptable solution myself with enable point light falloff and setting exponential to be 0, which effectively minimizes any UE side's lighting calculation, here's a sample picturealt text

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

0 answers: sort voted first
Be the first one to answer this question
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