I not only learned the fake light based view mode, but also learned how to use ambient lighting in games like re7 and tlou2 when the flashlight doesn't work in the dark. Thank you very much.
instead of that dot, You could have use eg. blended matcap. (edit: i meant mixed/lerped/multiplied) But nonetheless thats neat idea to have enhanced unlit, i like it.
a quick comment for around the 4:09 mark. raising the "scene texture roughness" with POW 2.2 is a simple Srgb ->Linear color conversion. have you ever imported vertex colors from poly paint and they look blown out in editor? this is all you need. Hope this helps someone out there :)
@@suraj.1889 imported textures have an option called sRGB which changes them from gamma space to linear space. It should be disabled when you’re using packed masks for things like roughness etc.
Is there an easy way to have a viewmode that applies a simple overwrite material to specific foliage actors by any chance so I can see which ones are generated via procedural foliage and which are handpainted? :)
@@robertroder5601 not that I can think of unfortunately. Once they’re being rendered then they don’t have any information about how they were created. Could you just make a test material and only apply it to the PCG ones?
I not only learned the fake light based view mode, but also learned how to use ambient lighting in games like re7 and tlou2 when the flashlight doesn't work in the dark. Thank you very much.
Wow! Never thought it would be this easy. Would have expected that you would need to make some engine changes.
@@kettenotter nope, just a ini file and you’re done!
instead of that dot, You could have use eg. blended matcap. (edit: i meant mixed/lerped/multiplied)
But nonetheless thats neat idea to have enhanced unlit, i like it.
@@Gorion103 blended matcap? Not sure what that is - I’ll look into it
a quick comment for around the 4:09 mark. raising the "scene texture roughness" with POW 2.2 is a simple Srgb ->Linear color conversion. have you ever imported vertex colors from poly paint and they look blown out in editor? this is all you need. Hope this helps someone out there :)
@@lifetap45 of course! I should have noticed 2.2 is the conversion value. Great tip - thanks!
Is it true for all textures? Or scene texture in particular
@@suraj.1889 imported textures have an option called sRGB which changes them from gamma space to linear space.
It should be disabled when you’re using packed masks for things like roughness etc.
Thank you for the video. Are you still planning on doing a Blueprint Series or what are your next plans for UE courses?
@@shameforest_ yup just finishing up the particle cave this week and then blueprints courses start on Monday!
Is there an easy way to have a viewmode that applies a simple overwrite material to specific foliage actors by any chance so I can see which ones are generated via procedural foliage and which are handpainted? :)
@@robertroder5601 not that I can think of unfortunately. Once they’re being rendered then they don’t have any information about how they were created.
Could you just make a test material and only apply it to the PCG ones?
hi, nice tut!!! how did you create the light with the stroke of a key??
@@sturm3d press L and click makes a point light
thanx for info