Iluminación Introducción

Introduction

Tools and Resources

Danish design since 1908 - Carl Hansen & Søn HDRI Skies - Your source of high quality HDR Sky Maps (hdri-skies.com)

Ways to import our Dataset into Unreal Engine: Every import sets a layer

Overview of the Lighting Workflow

3L method: Lights > Lightmaps (diffuse and light information for baked scenes, can be modified in details panel) > Lightmass (Global ilumination locate in holes -door, windows-) 3Ps: Probes > Portals > PostProcessVolume (add more Ambient occlusion)

Reflections and lightmaps

Reflection Probes, Portals and AO How to Build a Clean Lighting Solution World Settings: static lighting level scale (reduce to 0.2) and indirect lighting smoothness (increase). Another way is to Num Indirect Lighting Bounces (increase), static lighting level scale and indirect lighting smoothness (reduce to 0.75) and Indirect Lighting Quality (increase 2) Increase LightMap resolution for avoid patched or unmatching zones without AO. Increase quality building light.

Identifying Lightmap UV Problems

Split mesh in intersection with another elements

Materials

What you Need to Know about PBR Materials Creating a PBR Material in UE4 with Substance (apply to material editor): :(style="background-color:#f1c482"): Create roughness and world offsets (micro) for create like decal effects in material Add normal noise and modifie it with levels (pequeños piques en el hormigón) and blend with another noise texture (softer)

Lighting

Using Image-Based Lighting with HDRI and the Skylight

5 Essential adjustments to the Post Process Volume: White balance, screen space reflection, LUT, vignette Working with Sunlight: How to Work with Lighting: Use emmisive for static light (detail panel). In UE5 si añades un material emisor emititrá luz. Increase Lightmap resolution for get contanct shadowns with objects.

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