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. 

How to fix lightning?

I need to create more realistic lightning inside house))) And fix these lines on walls.alt text

Product Version: UE 4.18
12345.png (588.3 kB)
123124124.png (878.5 kB)
more ▼

asked Jan 07 '18 at 03:21 PM in Rendering

avatar image

31 3 8 14

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

2 answers: sort voted first

There is honestly lots of things you would have to go over if you trying to get achieve a realistic look. . As far as the light bleed. look more into Your UV mapping and make sure your objects are snapped together.Here is a few things and tools you should look at and study to try and achieve your goal

  1. Your Directional Light

  2. Post processes settings

  3. UVs mapping and UV resolution on your mesh

  4. Material creation "EX normal maps, bump maps, etc...

  5. Reflection Captures

Epic posted documentation on this and also have a level you can check-out under the learning tab in your unreal launcher.



more ▼

answered Jan 07 '18 at 04:47 PM

avatar image

62 3 4 4

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

I'd like to add some additional info to kingaoe3's answer if it helps: You should watch/read posts or tutorials about archviz in unreal because you'll be getting way more information there. Learn from scenes like Koola's stuff (you can get his Lightroom Interior Scene for free to check his settings). Read Unreals Lighting Basics and use as few lights as possible and set them to static wherever possible (Volumetric Lighting in 4.18 will help).

Change your Lightmass Settings in World Settings. Level Scale to something lower, like 0.3 if you can afford the building times, Indirect Lighting Bounces to 4 or higher (anything above is mostly placebo but you can try higher values), increase Indirect Lighting Quality, smoothness maybe a little lower to 0.7 for sharper shadows, etc. It depends on your preferences and what you can afford perfomance-wise.

Place Light Portals in your windows and scale them to fit the frames

For the white light coming from the outside you can either use a directional light if you like the effect of sunny spots or a skylight/spotlights with inversed square falloff activated and facing away from the windows directed at a white plane (which is used as a reflector to bounce soft light into your windows).

In your Build-Settings, try to build on higher quality than Preview to get better results. Of course this increases the build-time.

Adjust your Lightmaps: seperate your objects so you can change their lightmap-size individually under details to tomething higher, according to their importance or scale (large walls should get 512 or 1024+). Read this and make sure to have enough padding between your shells to avoid light bleeds: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/

If you want a quick simple way to have a white exterior, just use your Exponential Height Fog, turn it's color to white and set the Height Falloff to something like 0.00001. Turn on Volumetric Fog and adjust the exponent and the density accordingly.

Use the Exposure on your camera in Details/Lens or with a (global) PostProcessVolume instead of fiddling repeatedly with each light's brightness.

I hope I could help you!

more ▼

answered Jan 10 '18 at 10:50 AM

avatar image

46 7 6

(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