when i click build, nothing seems to happen :( help
Год назад+3
You may mention that, even when you disable Lumen in the project settings, you may stil getting black scene because Lumen may still be activated in the postprocess volume, as other user states here
we can also turn off lumen by post process volume right ? so we can only bake certain areas in the game but the world for example is using lumen normally right ?
6:15, thanks for this video. I've read that for CPU baking you want to follow the 'green resolution' approach, but for GPU lightmass you want to have them closer to red. What are your thoughts on this?
how to use both baked lighting and dynamic lighting in one level? For example, all static lights in a room are baked but if firing a gun, the muzzle flash can still light up the room?
I'd add that for the near future, baked lighting will be still used for low power platforms such as Nintendo Switch and mobile phones. But every new high end targeted (PC, stationary consoles) project that forecasts its lunch in a couple of years should use lumen instead.
@@The9PointStar well don't write off lightbaking yet! Plenty of cases where this applies, for optimisation for instance, lumen is expensive and also does not look as good as properly baked raytraced lightmaps!
8:46 OH MY GOD
It seems so obvious now, but I could not find anything, literally ANYTHING online saying where to bake lighting in UE5. Thank you!
when i click build, nothing seems to happen :( help
You may mention that, even when you disable Lumen in the project settings, you may stil getting black scene because Lumen may still be activated in the postprocess volume, as other user states here
we can also turn off lumen by post process volume right ? so we can only bake certain areas in the game but the world for example is using lumen normally right ?
6:15, thanks for this video. I've read that for CPU baking you want to follow the 'green resolution' approach, but for GPU lightmass you want to have them closer to red. What are your thoughts on this?
how to use both baked lighting and dynamic lighting in one level? For example, all static lights in a room are baked but if firing a gun, the muzzle flash can still light up the room?
I'd add that for the near future, baked lighting will be still used for low power platforms such as Nintendo Switch and mobile phones. But every new high end targeted (PC, stationary consoles) project that forecasts its lunch in a couple of years should use lumen instead.
Thank you for all these
I know you are awesome thats why i am commenting for RUclips algorithm
Hello. Can you export the baked lighting scene textures as GLTF ?
I wondered why baked lighting was working in UE5 :) Thanks
so for like interactive architecture SDK files for mobile phone do you think mobile can't process Lumen lighting only baked one?
Thank you.
helped a lot to understand
Really loved ur tutorials . Can u create a the division game environment course I am really desperate for that .
That can be a tutorial in the future from Emiel. Thanks for the suggestion. 👍
THANK YOU THANK YOU THANK YOU
You cannot use the GPU lightmass to bake the light?
yes you can if you go to plugins and enable GPU lightmass first.
@@jean-marcfueri6678 thanks, i dont bake the light anymore with now with UE5 but good to know haha
@@The9PointStar well don't write off lightbaking yet! Plenty of cases where this applies, for optimisation for instance, lumen is expensive and also does not look as good as properly baked raytraced lightmaps!