I just subscribed based on just a few videos of yours in this series and I can already tell that if my current and future basic game development experience and practice were patches of fabric, your videos will be the thread sewing them all together! Thank you in advance, before I even get the chance to watch all of these to start getting into the nitty gritty of prototyping for our game.
+Azurean Studios Glad to hear you liked what you found so far. If you have any specific things you want to see covered you can use the request list on the main and about pages.
Before watching this I was using lightmass volume for my entire level even though I only have two static lights and the rest are movable (14 lights total) Thanks a lot for the clarification
Just a small but important addition; the API mentions " It is used to precompute portions of the lighting contribution of lights with stationary and static mobility." So it is for both "static" and "stationary" lighting, not just "static"
Very Informative thank you. I wonder if there is a way to automate this. If the black dots know where there is no light gained, it seems a diff would work to crate light mass volumes automatically.
So why wouldn't light source itself have a mass based on attenuation radius? It seems to me that attenuation should dictate how far away from the light source the light needs to be calculated.
Hey I did what you said, quick questions, is this going to work for Stationary light as well? or it´s indeed just for static lights? Also I did exactly what you did, but I still can see black dots all over the map, except for the X axis mentioned by the lightmass volume. so it goes all up, all front, but respects my left-right based on volume box... wtf?
thank you for the video!! is it ok to use 1 lightmap value to encompass an entire map that is very large and very detailed!! or will that slow down the render light build!!!! im having really slow build times!!! do i need hundreds of lightmases to improve render time!!! i would really appreciate the help!!! i have a high end pc and my light build times for my levels are more than 16 hours!!!! im losing my mind
very helpful! One question, what if there are many houses on the same map, and I need a lightmass volume for each house? If only one volume is allowed, then it has to be so large to encompass all my houses?
+Chenglin Wang More than one volume is allowed you can see I use 2 of them in the video above. You can use one volume to cover everything that should be affected by the static lighting or you can have multiple volumes one for each important area. if you do multiple it will basically average them all out and keep things seperate.
im having issues where my light takes a really really long time to build when there isnt much in the scene at all. i have a huge scene and im not sure how to set the lighting up as its all going to be "natuarl" light. no electrical light sources. any tips? thank you
+Alex Curtis Lighting can and will take a long time to build it's just one of those things we really cannot get around. Making sure you use a lightmass volume around what you want to be lit up by static lighting is one of the best ways to reduce this if you are using Static lighting. If you want the fastest times, but at a cost to performance, you would use movable for the light type. As for setting up the scene for good realistic natural lighting unfortunately I am not an artist and this is one thing I fail at quite well. I would suggest going to the Polycount forums as they have an Unreal Engine section that discusses ways of getting more realism out of the engine. There is also the official Unreal Engine forum for Arch Vis that might help as well.
+Mathew Wadstein awesome. Thank you for the help. I'll be sure to check out the forums. The light built in the end. Took a while. This video really helped. Thanks again
+Pedro Palacios So here is basically how lights will work with shadows in UE4. Static : Not going to cast shadows and the lighting will be baked into the geometry, can cast a "glow" onto an object if that object moves past it so a "torch" might cause the player to glow orange when they walk past it. Stationary: same as Static *plus* you can get a soft basic shadow cast from the light source Movable: Lighting is not baked at all and you will get realtime lighting and shadows cast from the light source.
Pedro Palacios Static lighting has almost no performance cost so you want to use it when you can and should be used for most things you need shadows and such to give detail. Stationary is good for something like a torch since it's a little more than static but you can get that shadow effect as well if you want it. Dynamic should be used on something that moves that casts light like maybe you have an orb that is glowing and has a light on it but the orb needs to move if it is not dynamic its not going to feel like the light is part of the orb and moves with it. Dynamic takes the most resources to use so you only want to use them if you need them *or* maybe you have a smaller scene and only 1 light is needed.
I just subscribed based on just a few videos of yours in this series and I can already tell that if my current and future basic game development experience and practice were patches of fabric, your videos will be the thread sewing them all together!
Thank you in advance, before I even get the chance to watch all of these to start getting into the nitty gritty of prototyping for our game.
+Azurean Studios Glad to hear you liked what you found so far. If you have any specific things you want to see covered you can use the request list on the main and about pages.
Before watching this I was using lightmass volume for my entire level even though I only have two static lights and the rest are movable (14 lights total) Thanks a lot for the clarification
i guess I'm kind of off topic but does anyone know a good site to stream newly released tv shows online ?
I'm always waiting for your video five
Very helpful. I viewed much "tutorials" about lightmass but no one explained that so quick and good as you.
+Marc Heintz Glad to hear it helped =)
Just a small but important addition; the API mentions " It is used to precompute portions of the lighting contribution of lights with stationary and static mobility." So it is for both "static" and "stationary" lighting, not just "static"
that is what i need to know about lightmass.
THANKS MAN
Looking at this with UE5, the volume lightning sample dots don't seem to show up when you visualize them
Very Informative thank you. I wonder if there is a way to automate this. If the black dots know where there is no light gained, it seems a diff would work to crate light mass volumes automatically.
So why wouldn't light source itself have a mass based on attenuation radius? It seems to me that attenuation should dictate how far away from the light source the light needs to be calculated.
is ue5 not use lihtmass importance?becs of lumen?
Hey I did what you said, quick questions, is this going to work for Stationary light as well? or it´s indeed just for static lights? Also I did exactly what you did, but I still can see black dots all over the map, except for the X axis mentioned by the lightmass volume. so it goes all up, all front, but respects my left-right based on volume box... wtf?
Thanks for your explaination
thank you for the video!! is it ok to use 1 lightmap value to encompass an entire map that is very large and very detailed!! or will that slow down the render light build!!!! im having really slow build times!!! do i need hundreds of lightmases to improve render time!!! i would really appreciate the help!!! i have a high end pc and my light build times for my levels are more than 16 hours!!!! im losing my mind
very helpful! One question, what if there are many houses on the same map, and I need a lightmass volume for each house? If only one volume is allowed, then it has to be so large to encompass all my houses?
+Chenglin Wang More than one volume is allowed you can see I use 2 of them in the video above. You can use one volume to cover everything that should be affected by the static lighting or you can have multiple volumes one for each important area. if you do multiple it will basically average them all out and keep things seperate.
+Mathew Wadstein I see. Thanks!
im having issues where my light takes a really really long time to build when there isnt much in the scene at all. i have a huge scene and im not sure how to set the lighting up as its all going to be "natuarl" light. no electrical light sources. any tips? thank you
+Alex Curtis Lighting can and will take a long time to build it's just one of those things we really cannot get around. Making sure you use a lightmass volume around what you want to be lit up by static lighting is one of the best ways to reduce this if you are using Static lighting. If you want the fastest times, but at a cost to performance, you would use movable for the light type.
As for setting up the scene for good realistic natural lighting unfortunately I am not an artist and this is one thing I fail at quite well. I would suggest going to the Polycount forums as they have an Unreal Engine section that discusses ways of getting more realism out of the engine. There is also the official Unreal Engine forum for Arch Vis that might help as well.
+Mathew Wadstein awesome. Thank you for the help. I'll be sure to check out the forums. The light built in the end. Took a while. This video really helped. Thanks again
4:33 woah there buddy
I do this it succes but appear me massege it contain
Lightmass is crashing how i can solve this problem please
If i have a static light (a torch in a wall) will be some dynamic shadows for my character? Thanks and great videos
+Pedro Palacios So here is basically how lights will work with shadows in UE4.
Static : Not going to cast shadows and the lighting will be baked into the geometry, can cast a "glow" onto an object if that object moves past it so a "torch" might cause the player to glow orange when they walk past it.
Stationary: same as Static *plus* you can get a soft basic shadow cast from the light source
Movable: Lighting is not baked at all and you will get realtime lighting and shadows cast from the light source.
+Mathew Wadstein so where would you use the light types mentiones above? I love your videos they are very clear. You are a very good teacher!!!
Pedro Palacios Static lighting has almost no performance cost so you want to use it when you can and should be used for most things you need shadows and such to give detail. Stationary is good for something like a torch since it's a little more than static but you can get that shadow effect as well if you want it. Dynamic should be used on something that moves that casts light like maybe you have an orb that is glowing and has a light on it but the orb needs to move if it is not dynamic its not going to feel like the light is part of the orb and moves with it. Dynamic takes the most resources to use so you only want to use them if you need them *or* maybe you have a smaller scene and only 1 light is needed.
useful, thanks
if i do level stream, does the light mass need to be part of the persistent level or part of the streamed map/level?
thank you
Thanks!!!! I was stuck with the LED stripes emisive light.
"DEATHPC" haha.. hardcore man
your pc specs sir ?
Thank you :)
matthew einstein
Thanks
4:33 💀
tomatoes?...
600th like