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How can I create indoor lighting?

Hello, I would like to know how can I light up my room here: alt text

Product Version: UE 4.21
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untitled.png (220.8 kB)
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asked Jan 19 '19 at 07:06 AM in Rendering

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HedgehogSonic
26 2 2 4

avatar image Limp_Noodle Jan 20 '19 at 02:09 AM

Add lights, and then try adding a sphere reflection capture. You can then edit the sphere to reflect all emitted light in the scene. It acts as a light scattering device and brightens up enclosed areas.

avatar image HedgehogSonic Jan 20 '19 at 02:48 AM

Hello, thank you for replying! I added the sphere reflection capture but I don't see the option to "reflect all emitted light in the scene"

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3 answers: sort voted first

Does that space have any windows at all? I can't be sure if those blue sections are openings or emissive meshes. If there are no openings dir. light is going to be useless. If those blue sections are meshes with emissive material select them and enable Use Emissive for Static Lighting for additional light. You can also use just rectangular lights but you may also need to use a lighter color for the floor(while building the lights. you can switch back to its normal material afterwards) to get more bounces from lights.

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answered Jan 19 '19 at 12:59 PM

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Jacky
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avatar image HedgehogSonic Jan 19 '19 at 01:22 PM

Hello, no it does not have any windows and those blue sections are Emissive lights. Where can I enable "use emissive for static lighting"?alt text

untitled.png (502.8 kB)
avatar image Jacky Jan 19 '19 at 01:33 PM

Select the mesh in the level > Details panel > search for use emissive for static lighting. Keep in mind that this alone wont be enough, just additional light.

avatar image HedgehogSonic Jan 19 '19 at 01:49 PM

Hello, thank you I found it and you are correct; this alone is not enough. By additional light do you mean point lights?

avatar image Jacky Jan 19 '19 at 01:53 PM

Rectangular lights. Modes Panel > Lights. Re-read my first post, everything is explained there. :)

avatar image HedgehogSonic Jan 19 '19 at 02:15 PM

Hello, thank you for your reply again. I added the rectangular lights but it still does not cover the whole roomalt text

untitled.png (625.4 kB)
avatar image Jacky Jan 19 '19 at 03:23 PM

Of course not. The reason i said rectangular light is because of its shape. You can align 3 rectengular lights to those emissive meshes and then set their dimensions accordingly. So, replace those spotlights with rect lights, delete the one you have there, and try again.

Btw, i have a feeling that soon you'll ask about the red cross on stationary lights source... it's because apparently right now there are more than 4 stationary lights overlapping. Stationary directional light counts as one and overlaps with all of the lights so keep that in mind as well.

avatar image HedgehogSonic Jan 19 '19 at 04:45 PM

Hello thank you! It worked, i removed other 3 lights and fixed the rectangular light. But why is the corner of the top bright here?alt text

untitled.png (391.1 kB)
avatar image Jacky Jan 19 '19 at 05:18 PM

It's either the dir. light(if you still have one) bleeding into the room, or low lightmap resolution, or reflection problem. If it is reflection place a box reflection capture into the room that covers the interior and see if it helps.

avatar image HedgehogSonic Jan 20 '19 at 01:58 AM

Hello, I added a box reflection capture but I can't seem to make it cover the whole interior (The stretch tool does not work and I don't see any options to change it).

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First off you are gonna need lights. Point lights and stuff.

But even for indoor areas, it's still really useful to have sky lights, directional lights and stuff. Get into that kind of things. You may not be seeing the sun but it gives some ambient light to your scene.

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answered Jan 19 '19 at 09:39 AM

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ErtieZone
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avatar image HedgehogSonic Jan 19 '19 at 10:46 AM

Hello, thank you for your reply! I have a directional light and a sky light in my scene, but they are both outside. Oh I don't see the sun in the modes tab.

avatar image ErtieZone Jan 19 '19 at 11:01 AM

It shouldn't matter whether they are outside or not, as long as they have some value applied to them. Default is ok and you can tinker on from there. I'm not that much into level design though, so my call could be wrong. Maybe if you set sun and sky to movable?

avatar image HedgehogSonic Jan 19 '19 at 11:06 AM

Hello, where can I see the options for the sun?

avatar image ErtieZone Jan 19 '19 at 11:16 AM

Click your directional light. Or find it at the top right where all the current objects are.

avatar image ErtieZone Jan 19 '19 at 11:16 AM

If you screwed the values for sky or sun i think you can just delete them and re-add them at "lights" on the left menu.

avatar image HedgehogSonic Jan 19 '19 at 11:18 AM

Hello, yeah I think I messed it up. I'll remove it and add it back, also what is ambient lighting? (Sorry I'm new to Unreal engine)

avatar image HedgehogSonic Jan 19 '19 at 11:59 AM

Hello, I removed and added both the directional light and the sky light but it has not fixed the lack of lighting inside

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Add lights, and then try adding a sphere reflection capture. You can then edit the sphere to reflect all emitted light in the scene. It acts as a light scattering device and brightens up enclosed areas.

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answered Jan 20 '19 at 02:10 AM

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Limp_Noodle
9 2 2 5

avatar image HedgehogSonic Jan 20 '19 at 02:55 AM

Hello, thank you for replying! I added the sphere reflection capture but I don't see the option to "reflect all emitted light in the scene"

avatar image Limp_Noodle Jan 20 '19 at 02:58 AM

Max out the radius and brightness and see if that helps.

avatar image HedgehogSonic Jan 20 '19 at 03:27 AM

Hello, I maxed out the radius and the brightness but it does not seem to be working

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