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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Dinamic intensity of Skylight inside of room or cave

There is an issue to do normal Skylight on a surface of the world and decrease or fully switch off it in rooms or caves. The main problem is I can't know in advance where the caves or rooms will be created and destructed. It can be done by player in any place on the map.

The world has day and night. All objects are dynamic objects.

I need some solution how to adjust the Skylight to achieve normal light on the surface and really dark caves.

Thanks in advance.

Product Version: UE 4.15
Tags:
more ▼

asked May 19 '17 at 05:27 AM in Rendering

avatar image

SvarogZ
49 10 12 21

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

1 answer: sort voted first

Well, for some really dynamic environment I'd try to use low resolution captured cubemap.

To do this you need to add SceneCaptureCube component to character and use texture it rendered in Sky Light or in camera post process settings.

I don't know is sky light component added to character generates DFAO, but in case it doesn't, you can add regular sky light into map, set its source type to "specified cubemap", and set simple black texture in it (or any texture but set it's tint to black). This will hide skylight reflections, but still generates DFAO. Then you take rendered cubemap from capture component and set into camera post process ambient cubemap.

This must be updated every tick, and may cause performance issues.

I'm not tried this on practice, but theoretically it should work.

more ▼

answered May 19 '17 at 09:11 AM

avatar image

redbox
4.3k 80 17 104

(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