My world isn't dark at night

Hello,

I have a little problem regarding darkness in my game.

I have a time-of-day system and here is how my game looks at midnight:

http://puu.sh/agFj3/e7688f5d0d.jpg

There is no lights at all, but you can still see the ground as if it was lit, but also the exponential height fog is quite clear too.
What should I do to have a look a bit more dark?

Here are my world settings:

http://puu.sh/agFus/d923405ddc.png

Thanks!

You need to set the sun’s(directional light) brightness to 0 once it’s below the horizon. And use a skylight as well if you aren’t already, and update it when it’s night time.

I have a directional light and a skylight, and both brightness are at 0 when it’s night time.

it’s probably. something to do with the way the game render’s ambient lighting. you could try bringing your ambience values all to 0.

What about post process settings? Do you have an ambient cubemap by any chance?

I don’t have any post process settings, nor ambiant cubemap.
What I have actually is only a landscape and a modified skybox, no lights.

@Fenrix: Where can I modify these values? I can’t find any documentation about ambience lighting… :frowning:

Hi Shelby,

By lowering the World Settings > Lightmass > Environment Intensity

Lowering this even more will give you a more dark result. Something between .1 and .25

This should get you a better result. Let me know if this works for you.

Thank you!

I tried it, rebuilt lightning but it doesn’t change much… :frowning:

The problem is definitely coming from the exponential height fog, on the picture below on the left that’s my world with fog, and on right without it:

http://puu.sh/ahbhT/0a2fbc0c28.jpg

Hmm…reduce fog density or change fog color to a darker color at night?

There are several different things you’ll need to play with to get everything looking exactly the way you would like. The things that are going to affect your level are the Atmospheric fog, lightmass settings, the sun, and the BP_sphere.

Take a look at this to setup different times of day. This should help you get a head start or potentially get the exact look you want.

Let me know how it goes and if this helps out. :slight_smile:

I don’t have a sky in the game I am working on (all in corridors and whatnot)
but I had a look at the texture of the sky in the skybox setup. its got an emissive component. that could have something to do with it.

could also be any number of things inside the sky sphere setup. you might have to go in and build one that works the way you need it.

, how to use “Environment Intensity” of Lightmass in “World Settings” from blueprint?

@Angelz: This needs to be set before hand. This is lightmass specific meaning that this will only work with “baked” lighting and needs to be set prior to baking your lighting.

Thanks , I got it. When set “Environment Intensity” to 0.1 the night cycle is almost complete dark, but if set 1.0 (my default) it is something light dark, not complete dark. I really can’t achieve complete dark from blueprint. My goal is “Environment Intensity” to be 0.1 in night cycle and 1.0 in day cycle

Lightmass won’t be your friend here since that is for static/stationary lighting.

Take a look at this example for a day/night cycle and tweaking the settings in blueprints: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

Hi , I made this example and two others. I want to achieve almost complete dark in the middle of the night. Here is two pictures in the middle of the night with “Environment Intensity” with 0.1 and 1.0. Because I do not use AthmosphericFog or ProcessVolumes, only one DIrectionalLight and one SphereReflectionCapture which I turned off in Night mode (SetVisibility uncheck via bluescript showing on the BlueprintGraph picture), the last possible option is to manipulate something in BP_Sky_Sphere? Do you know what exactly?Thanks

, I got it. To achieve complete dark in the middle of the night without to changing “Environment Intensity” Property In “World Settings” Panel must check “Force No Precomputed Lighting” Property in “Lightmass” Pane of “World Settings” Panel.

To achieve complete dark in the middle of the night without to changing “Environment Intensity” Property In “World Settings” Panel must check “Force No Precomputed Lighting” Property in “Lightmass” Pane of “World Settings” Panel.

By turning on that option, you are disabling Static/Stationary lighting (Lightmass), and switching over to completely Dynamic lighting. This has a higher cost performance wise, but can save time while building a level since you no longer need to build the lighting. For large open worlds Dynamic lighting works great, but the quality of lighting & GI is not quite as good as pre-baked lighting.

There is nothing wrong with using Dynamic lighting, I do all the time, I just wanted to let you know what you are disabling. :slight_smile:

@Angelz: Since you’ve moved this topic to a new question you’ve posted any conversation will not be continued there.

I’ve been out of work with the flu this past week so apologies for the long delay. I’ll get back to you more this upcoming week when I’m back in the office.