Using PostProcessVolume for Lighting?
I'm trying to light an indoor dungeon scene, but running into some issues. What I want to do is light up an area inside a volume by a certain amount so that the shadows inside of the room are brighter. I've been trying to use PP Volumes to do this, but I'm guessing not in the way they are meant to be used. The end of the hall should be very dark, as the PP volume only contains the room you are standing in, but the the hallway contains no PP volume.
My issue is that if you are inside of one the PP volumes it applies that lighting to everything you see, so even the room down the hall now has that same adjustment (Its PP so I guess this makes sense?).
So what should I be doing if I want to evenly light up all of the materials within a volume? Is there a better solution than just like throwing a point lights everywhere?
looking out into the hall from the room: after walking down the hall to the end looking back at the room from the hall
asked Aug 02 '17 at 10:42 PM in Rendering
Post processing volume doesn't directly affect lighting in your project. It more like filters of photoshop. You create di volume anche when a player enter this space you placed within your project, his visual setting you can set up contrast and brightness of the image, but this won't affect shadow cause post processing volume is not a light source. Here a link to documentation:https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ I' dsuggest you to use sky portal (more or less this name) and set up some more lighting into that room. Let me know if you have other questions about lighting
PS: rememder to build light everytime you want to see how's lighting going.
My Fault. I used Post processing volume and managed to get a decent indirect lighting. Before anything
After applying PP Volume These are the only setting I used
answered Aug 03 '17 at 08:47 PM
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