As I understand it, due to pipeline optimizations, Lightmass is unaware of mesh-specific params in mats, so certain types of data (such as vert_col, and WS_Pos) are unavailable and are instead supplied as constants. (EG, meshes act as if they are positioned at the origin).
-
Show this thread
-
LightmassReplace nodes can obviously be used to override with defined, static values - but there are certain cases where there doesn't appear to be a good solution... so I'm looking for potential leads and/or suggestions from the community on possible workarounds.
1 reply 0 retweets 0 likesShow this thread -
The case I am specifically trying to solve for is quite simple: World-space defined color, which is respected in the bounced baked-lighting.
1 reply 0 retweets 0 likesShow this thread -
It's easy enough to reproduce the fundamental issue... Since all "Absolute World Position" nodes essentially evaluate to (0,0,0), all world-space defined color or texture lookups will not work.
1 reply 0 retweets 0 likesShow this thread -
In this example, (0,0,0) happens to result in a "red" surface color, so all of the bounced light is red, despite the material actually being blue for the WS_position on the left.pic.twitter.com/Fymp5AQrIt
1 reply 0 retweets 0 likesShow this thread -
I've shipped games using this technique for fast and effective "large world" color definition over lots of meshes (using a WS_Pos UV lookup into a whole-level color-map) - albeit using non-Unreal, custom engines...
1 reply 0 retweets 0 likesShow this thread -
But I'm thus far not sure that is even possible in UE4 without using performance-prohibitive techniques like raytracing or other realtime-GI solutions. (And we need to target a wide variety of platforms, including low-end-min-spec.)
1 reply 0 retweets 0 likesShow this thread -
Any suggestions or tips would be greatly appreciated, even if the solution involves custom engine and/or Lightmass code modifications. Thanks so much for reading and contemplating!
4 replies 0 retweets 1 likeShow this thread -
Replying to @edoublea @UnrealEngine
I fail to see how this is relevant to rendering gorillas and/or mist. Shouldn't you be focusing on fur rendering and participating media?
1 reply 0 retweets 1 like -
Replying to @cmuratori
You're thinking too small, Casey. What if the whole world is the gorilla.... What if WE are the gorilla???
1 reply 0 retweets 0 likes
Wait but who is the mist then... I AM CONFUSED
-
-
Replying to @cmuratori
Games As A Service, man. We ain’t just giving away the mist for FREE. You gotta farm some GorillaBucks first.
0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.