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+--- Discussione: illuminazione da sole (/thread-illuminazione-da-sole)



illuminazione da sole - evilkenevil - 26-09-2010

salve ragazzi,sto realizzando una mappa...ho creato la struttura,inserito lo skybox con sole.ma nn riesco a creare l'illuminazione tipica del sole.come si fa'??


RE: illuminazione da sole - simussimus - 26-09-2010

vai nel content browser, in cima clikka sulla linguetta "Actors Classes", poi scegli light selezioni "Skylight", chiudi la finestra, vai nell'editor clikki col destro dove vuoi e nel menù scegli "Add SkyLight Here" e il gioco è fatto XD


RE: illuminazione da sole - evilkenevil - 26-09-2010

guarda l'ho provato...ma servirebbe l'effetto come questo...cioè la luce solare che illumina le rocce e ste cose quà http://www.youtube.com/watch?v=pjg8bJcS-20


RE: illuminazione da sole - simussimus - 26-09-2010

intendi l'effetto nuvola di passaggio?


RE: illuminazione da sole - evilkenevil - 26-09-2010

(26-09-2010, 04:08 PM)simussimus Ha scritto: intendi l'effetto nuvola di passaggio?
in pratica le texture devo riflettere la luce che imposto.


RE: illuminazione da sole - simussimus - 26-09-2010

sinceramente non so come si faccia, credo che devi giocara con le proprietà di rifrazione degli oggetti


RE: illuminazione da sole - evilkenevil - 26-09-2010

okokok.grazie lo stesso Smile


RE: illuminazione da sole - evilkenevil - 06-10-2010

ragazzi ho trovato questa guida, qualcuno sa spiegarmi il terzo passaggio??non trovo questo ***** di world proprieties
Okay so here are some basic steps for using the Dominant Directional in your level.

1. In Actor Classes menu inside the Light drop-down there is a DominantDirectionalLight actor.

2.Right click somewhere in your level or on a mesh in the list and select "Add DominantDirectionalLight Here"

3.Go up to the menu bar and scroll down and open "World Properties"

4. Open the lightmass/Lightmass settings tabs within and check "Use ambient occlusion"

5. Create a bsp builder brush a bit larger than your level (or the area you want lightmass to focus most of its calculating energy) and with the builder brush still selected right click the add volume icon in the left toolbar and select "LightmassImportanceVolume"

6. At this point reselect the red builder brush and either move it out of the way or scale it down or hide it so you can now see your newly created LightmassImportanceVolume(yellow).

7. Now simply hit the build lighting icon, making sure "use lightmass" and "Build static meshes" is checked and hit ok. Sawrm will now do its magic and depending on the scale and complexity of your level times will vary but you will have the nice results your after.

Things of note: You can change the build quality in the lighting build options from preview to something higher but I don't recommend it till your ready to pack up your level to distribute. Preview mode is pretty darn nice as is and unless you really need to go higher, preview mode should be well sufficient for general level building.

Under lightmass settings in World Properties there is a "Num Indirect Lighting Bounces" that is default to 3. If you have a complex scene and swarm takes incredibly long you can lower this number to 1 to get faster bakes. Even at 1, the results are quite good and I usually work with it at 1 unless I want to get more bounces.

Be sure that your skybox mesh has shadow casting unchecked.

skylights are no longer needed with UDK and lightmass calculations. Anyone feel free to correct me or add to this thread.


PS: RISOLTO ^^