how can you actually light a scene well in UE4 when you're not allowed to have more than like 3 lights near each other at a time?I have a lot of lighting experience in vray and maya and from experience for a say small scify scene i might need as much as 80 lights even if the concept art shows 2 lights in the scene. I got EU4 last night, tried to light this 1 scene and everything went to shit cuz i cant put more than 3 lights in one place, and as far as i know there are no salable rectangle lights that i can just point in places to get sharp highlights, just a spotlight with a cone.
helper lights yesyou need to create light from emissive sources
>>545454you mean geometry with emissive materials on it?
>>545455well i think you have the option of emission influencing nearby objects i just forget where that is. im not entirely sure.im gonna watch a tutorial on lightning soon
so apperantly. if you just set your light to static, you can have as many lights as your hear desires.but still. anyone know how i can make emissive objects cast light?
Remember you can bake lighting results onto your textures to save on resources, especially with static environments.
>>545564it won't look tho, unless you entire style is based on thator your game is literally mobile tier
>>545567Actually prebaked static lighting is the best quality lighting you can achieve in a game engine, you just don't know what you're talking about.
>>545565Just look into static lighting, you'll need an additional set of UV maps called lightmaps to store the precalculated lighting.
>>545569what you mean same as UT2004 baked lightning?
https://docs.unrealengine.com/latest/INT/Engine/QuickStart/index.htmlI think you need to do some tutorials and read the documentation because it's obvious as hell that you have no idea what the fuck to do in UE4.
>>545573>it's obvious as hell that you have no idea what the fuck to do in UE4.>I got EU4 last nightbrah
>>545572What, polygons and textures?You mean like Mario 64?
>>545569not him but i don't agree with your statement, mainly because static lighting will look jarring the moment a moveable object traverses the scene, like a deer in a forest or a person in a room, due to the fact that light isn't going to interact with those models. you'd still need stationary lights which defeats the purpose of baking light maps.
>>545920no, when the lightning information is baked on the texture.like when bake a full render
>>545550Either make an emmissive map in a texturing program or add a constant to the emmissive channel in the ue4 material editor
>>545986There are 3 types of light in UE4>StaticPrebaked only, no dynamic lighting / shadowing, no changing light parameters at runtime.>StationaryCombination of prebaked & dynamic. Some light info can be prebaked (shadows / bounces) but will also light & shadow dynamic objects. Light brightness & colour can be changed at runtime.>DynamicAll lighting & shadowing calculated at runtime. Light can be moved & rotated. All parameters can be altered on the fly.
>>545987> lightning information> lightning
>>546228He's talking about baking the light to a texture, do you not know what baking is? If you set up, say, a red light next to the model, then render, then baked, the red lighting will be added to the texture.Don't mock others when you clearly don't understand things yourself.
>>546757not that guy but he was quoting his spelling of lighting as 'lightning'
>>545986That's was baked light samples are for. Basically a "voxel lightmap".