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lighting scenario相关问题

关于Lighting Scenario有几个问题想问一下: 1.是否支持异步加载?我希望能够在加载lighting scenario的时候可以通过代码控制level中物体的异步加载,不知道是否支持,以及如何能够实现。 2.Lighting Scenario是否支持World Composite?如果使用World Composite来做大世界管理,是否可以支持使用Lighting Scenario。 3.Lighting Scenario的使用有没有更详细的资料可以查阅?现在官网文档上关于Lighting Scenario的说明文档比较简短,有没有更详细的文档,或使用例子。

Product Version: UE 4.18
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asked Feb 03 '18 at 04:26 AM in Chinese

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zfk0531
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I don't have exact answers but there is Robo Recall source code (you can get it from Epic launcher). It uses day/night lighting scenario in multiple levels so you can play with it.

Btw, I'm no professional but, lighting scenario seems more suitable for small scenes because the ability to save multiple light BuiltData is where it shines. For a huge scale map you're not gonna cook the lightmaps anyway. Why not just control the lighting (street lamps, day/night cycles etc.) with code & more freedom.

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answered Feb 03 '18 at 06:37 AM

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ViAxl
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avatar image zfk0531 Feb 03 '18 at 09:07 AM

Thanks very much for your answer. So, for huge scale map(maybe comprises a lot of sublevel using level streaming), do you have any advice for dynamic loading objects in levels including terrains and actors? I plan to use async loading API to eliminate the stalls when changing sublevels. And another problem is how to handle lightmaps for static mesh in the level?

avatar image ViAxl Feb 04 '18 at 04:48 AM

Splitting your map to tiles for level streaming is the most common and viable way to do so. I can only speak from high-level but I haven't seen any game using lightmaps for huge world.

I can say out of experience that Lightmass makes absolutely no sense for large open worlds! We tried it as well and there are just too many limitations. Even if you can bake everything (which will be almost impossible in a huge world with tons of objects) you will run into texture streaming issues at one point.

To put this into some context...we, at our company, havent had any success with lightmass for DI2. And we have quite some resources available

So we went for a dynamic setup (which btw most of the released open world games do as well) and started tweaking things in the engine to better support this.

Check out this thread https://forums.unrealengine.com/development-discussion/rendering/26518-how-does-one-build-lighting-for-massive-worlds

avatar image zfk0531 Feb 05 '18 at 01:52 AM

Thanks very much~ Your advice is very helpful, I will try dynamic lighting:)

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