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"

Settings to Lighting Move-able Objects

Hi All,

I have a few objects in my scene that are animated with matinee. I know to select "light as static mesh" and it moves with that bake fine. The problem is I have draws and cupboards etc that need to be lit in the scene, also lit when open, and allow light in to illuminate the inside of the draws, cupboards etc. I don't want the doors to occlude the interiors and cause shadows.

I was hoping somebody could let me know good render settings/options for this situation, as i need a few different lighting conditions.

Is there a way to select an object and just bake that in the scene? that way i could render the scene without the movable objects, then do another bake with them and that should sort out the problem.

Thanks for any help

Product Version: UE 4.18
more ▼

asked Mar 20 '18 at 09:39 AM in Rendering

avatar image

177 33 46 53

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

0 answers: sort voted first
Be the first one to answer this question
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