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Lighting interios with fully dynamic lighting

Hello,

I am creating a level for an open world game with a day/night cycle from a top-down perspective and I am searching for a way to get a nice lighting on both, outdoor and indoor. I read a lot of guides and tried some things out but I'm still kind of clueless. So the the way to go for open world games seems to be no static lighting at all. So I've been using a movable directional light and a movable skylight. But that movable skylight doesn't care about shadows at all.

So take a look at these 2 rooms.

alt text

The left room has a window while the right one does not. However the brightness of the 2 rooms is basically the same. Doesn't look very well. I've tried using Light Propagation volumes but these return really bad results when it comes to interiors. Post Process effects aren't really an option due to the top-down perspective, are they?

Using a movable spotlight gives better results I'd say:

alt text

But when the sun moves it looks just wrong.

alt text

I'd need to adjust the intensity of all spotlights whenever the sun moves depending on their angle. That does not only sound like a lot of work but I am also worried about the performance. I'm planning on using world composition but with only ~500m² tiles this would still be easily 100+ movable spotlights. So if there are 4 levels loaded that would be 400-500 movable spotlights. Not really a valid option performance-wise, is it?

Generally a fast level designing process is a little bit more important than awesome lighting but there must be a way of getting better lighting results, isn't there one?

Product Version: UE 4.15
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asked Mar 14 '17 at 07:10 PM in Rendering

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Pepeeee
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avatar image 6r0m Sep 26 '17 at 06:46 PM

please tell how are you solved this?

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2 answers: sort voted first

You cen try to tune LPV.

r.LightPropagationVolume=1 r.LPV.RSMResolution=512

set resolution in ConsoleVariables and change size. It's must make better quality.alt text

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answered Mar 14 '17 at 07:50 PM

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BOMBO454
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avatar image Pepeeee Mar 14 '17 at 08:37 PM

Thanks for your answer. So this is how it looks like using a light propagation volume with Intensity = 2 and Light Injection Bias = 2.

alt text

There is no skylight used in this screenshot. As you can see the right room is full enlighted even when there comes no direction lighting in. From what I've read is that actually the reason why light propagation volumes aren't usable for interiors.

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It doesnt work for me I turned the LPV on and resolution but I cant see changes when I change the slider in Post processing.

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answered Aug 24 '17 at 08:01 PM

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Playonce
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