How to get indirect lighting actualiy on version 4.2, using day/night Cycle
My case is a 16K*x16K world, with a sun in directional movable light (sun + 360 rotation). This is done.
How to get similar result with lightmass and movable dynamic directional light. How Make interior of houses not completly dark without putting lights inside to simulate the sun coming through windows. Or the short answer is UE4 cannot make a game like Skyrim/GTA V/Watch Dogs. How Fable Legends are doing **this**? The tecnology of fable legends will be avaliable to subscribers? Or a realy missing something?
The resume of question is: "How to get indirect lighting actualiy on version 4.2, using day/night Cycle"
To use GI in UE4 you should disable Lightmass. Find your ConsoleVariables.ini file, under the uncommented [Startup] section add this:
Open editor and Lionhead's GI solution will be loaded. To disable Lighmass; In Editor's main window go to Edit > Project Settings... Under Engine > Rendering section find the Lighting field and disable " Allow Static Lighting ". UE may ask you to rebuild lighting and next time it runs the rebuild process, Lightmass will be disabled.
Add a PostProcessVolume to your scene and on its fields you should see a " Light Propagation Volume " section, adjust its settings at will. Done.
answered Jun 15 '14 at 10:13 AM
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