I wonder if its possible/doable to have both (lumen realtime ... & baked lighting..) in a scene and if one could switch (using blueprints) between both depending on the target platform the project is compiled for. Like a hybrid Project for Highend PC and Mobile. I know that this is possible with Nanite and HLODs, but baked and realtime lighting simultaneously? Don't know how this would be achieved, once the shadows are baked into the lightmass, there has to be some way to disable the lightmass/lightmapUVs completely in order to use Lumens Realtimestuff ... never tried this sort of stuff myself. Anyways, gread talk! PS.: Would be nice to know about / have an explanation on to "why" Distant Fields/-Meshes are so important for Lumen. I expect it to matter in regards to shadowing and maybe the things visible in reflections, but its hard to find in depth infos on that topic.
I like this kind of explanations! One thing - does anybody know, why the fridge is blue with CPU lightmass, but white with GPU 4:10 ? I noticed different colors with lumen and static light, but the difference in quality/the final result i don't understand.
Great presentation , not easy to sprinkle all those nuggets of knowledge in under 30min
You rock the lighting Nat! So proud to have you as Unreal Instructor at UT-HUB Premier Spanish Training Center. 💙
Very informative presentation with a lot of info efficiently squeezed in a < 30 min video.. thanks Nat :D
I wonder if its possible/doable to have both (lumen realtime ... & baked lighting..) in a scene and if one could switch (using blueprints) between both depending on the target platform the project is compiled for. Like a hybrid Project for Highend PC and Mobile. I know that this is possible with Nanite and HLODs, but baked and realtime lighting simultaneously? Don't know how this would be achieved, once the shadows are baked into the lightmass, there has to be some way to disable the lightmass/lightmapUVs completely in order to use Lumens Realtimestuff ... never tried this sort of stuff myself. Anyways, gread talk!
PS.: Would be nice to know about / have an explanation on to "why" Distant Fields/-Meshes are so important for Lumen. I expect it to matter in regards to shadowing and maybe the things visible in reflections, but its hard to find in depth infos on that topic.
Great job Natalia. I was there in spirit rooting you on!
Love you guys a lot, I am always there to support you guys ❤️❤️❤️
Thank you!
I like this kind of explanations! One thing - does anybody know, why the fridge is blue with CPU lightmass, but white with GPU 4:10 ? I noticed different colors with lumen and static light, but the difference in quality/the final result i don't understand.
Thank you very much.
are precomputed visibilities generated now in gpu bakes?
I have 100 levels, and I want to bake the light with a single click.
Are Lightmass portals still necessary (when baking)?
Yes, definitely! More bounces in your interiors.
to mill the wind
basically
👀
So basically... so basically... so basically...