What is the Trigger Volume in Unreal Engine 4 . Source Files: github.com/MWa...
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@bitreign7 жыл бұрын
I'm always waiting for your video five
@lakecityransom7 жыл бұрын
"DEATHPC" haha.. hardcore man
@PriyankMistry97 жыл бұрын
Thanks
@DigitalLoom3 жыл бұрын
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
@__Hay_Dar__6 жыл бұрын
your pc specs sir ?
@MR3DDev8 жыл бұрын
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
@dravenmarley89383 жыл бұрын
i guess I'm kind of off topic but does anyone know a good site to stream newly released tv shows online ?
@AzureanStudios8 жыл бұрын
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.
@MathewWadsteinTutorials8 жыл бұрын
+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.
@mathajar95633 жыл бұрын
is ue5 not use lihtmass importance?becs of lumen?
@BritishColonist Жыл бұрын
4:33 💀
@magnus001253 жыл бұрын
matthew einstein
@teher1k2 жыл бұрын
tomatoes?...
@netanel83342 жыл бұрын
thank you
@synthlord95444 жыл бұрын
600th like
@royschippers12513 жыл бұрын
Looking at this with UE5, the volume lightning sample dots don't seem to show up when you visualize them
@escorpianoyqueee5 жыл бұрын
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?
@hawketakao96482 жыл бұрын
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"
@theblowupdollsmusic4 жыл бұрын
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.
@vladvalentinov6 жыл бұрын
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.
@reimusklinsman58765 жыл бұрын
4:33 woah there buddy
@مصطفىخالد-م2م6 жыл бұрын
I do this it succes but appear me massege it contain Lightmass is crashing how i can solve this problem please
@DeathIsSelf5 жыл бұрын
if i do level stream, does the light mass need to be part of the persistent level or part of the streamed map/level?
@OOsevenAlpha7 жыл бұрын
that is what i need to know about lightmass. THANKS MAN
@drancerd7 жыл бұрын
Thanks!!!! I was stuck with the LED stripes emisive light.
@cestvraicomment66407 жыл бұрын
Thanks for your explaination
@R-Byte-3D8 жыл бұрын
Very helpful. I viewed much "tutorials" about lightmass but no one explained that so quick and good as you.
@MathewWadsteinTutorials8 жыл бұрын
+Marc Heintz Glad to hear it helped =)
@jpm15 жыл бұрын
useful, thanks
@chenglinwang8878 жыл бұрын
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?
@MathewWadsteinTutorials8 жыл бұрын
+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.
@chenglinwang8878 жыл бұрын
+Mathew Wadstein I see. Thanks!
@megasupernewbie8 жыл бұрын
Thank you :)
@alexcurtis10068 жыл бұрын
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
@MathewWadsteinTutorials8 жыл бұрын
+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.
@alexcurtis10068 жыл бұрын
+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
@palmenros8 жыл бұрын
If i have a static light (a torch in a wall) will be some dynamic shadows for my character? Thanks and great videos
@MathewWadsteinTutorials8 жыл бұрын
+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.
@palmenros8 жыл бұрын
+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!!!
@MathewWadsteinTutorials8 жыл бұрын
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.