Difference between revisions of "JohnnyEnglish tutorial Working with UE4 Improved lighting"
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I tend to add these, per room or per area, try not to overlap '''Sphere Reflection Captures''', adjust the radius as appropriate. | I tend to add these, per room or per area, try not to overlap '''Sphere Reflection Captures''', adjust the radius as appropriate. | ||
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+ | ==Build the static lighting and lightmaps== | ||
+ | To see the results of your static lighting you will need to use the UE4 '''Build''' main menu button. There are a great many options here, to see the best results it's worthwhile using the Production quality builds. |
Revision as of 04:28, 13 August 2021
So far we've only added very basic external lighting. The next stage is to start painting the details into our map with lights.
Lighting is a very personal subject, the object is to light the scene in a realistic manner while enhancing play.
My process is to add static, low intensity, not white (some variations close to white are best) lights around the map to first even out any over dark places and secondly to highlight any areas where artificial lighting will increase the intensity.
Adding reflections
So that the reflective and highlights of the materials in your map can be fully calculated, you will need to add one or more Sphere Reflection Captures to your maps.
I tend to add these, per room or per area, try not to overlap Sphere Reflection Captures, adjust the radius as appropriate.
Build the static lighting and lightmaps
To see the results of your static lighting you will need to use the UE4 Build main menu button. There are a great many options here, to see the best results it's worthwhile using the Production quality builds.