Lighting a large environment?
I was hoping to get some logistics on lighting a large environment, with both indoor and outdoor elements, similar to how Doom 2016 has it set up. I understand that there's Post Processing Volumes that'll change how bright areas are because of exposure, and there's a lot of other settings I can tweak per section in there.
What I actually want to learn is what settings I should have set up for the lights and the levels. If I have individual levels that I'm bringing in through level streaming, do I have a sky light that is global and a directional light that's global? Do the sky light and directional light need to be set to anything specific, like static, stationary, or moveable? And then on top of that, should I bake lighting in each level? If I were to bake lighting in each level, how can I get it working so that I get the proper skylight/directional light bake in each section? In order to get Skeletal Meshes and other moveable objects to look right (they often just turn black for me), how do I set them up?
I know I'm asking a lot here, so if anyone needs clarification on my questions, just ask me, I'll happily provide more details.
asked May 02 '19 at 02:27 AM in Using UE4
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