I am now going to have a look at some of the example maps provided by Epic Games and I will be having a look at how these maps are lighted. Hopefully these maps will give me a much better understanding of how lighting works in UE4 and I will be able to use some of the lighting methods and techniques in these maps and maybe even be able to apply them to my own project.
I started of by looking at the realistic rendering map.
As you can see this map is very realistic, everything about it is extremely well detailed including the lighting. The main source of light in this scene is the light coming in from the patio doors, there are however three small spotlights on the roof that emit light. The light coming from the patio door cast a very sharp shadow however the much dimmer spotlights cast a much more softer shadow. Due to the smooth wooden floor in this scene the light coming from the patio doors would be bounced all over the room except for whenever it hits the carpet of the sofa in which case some of the light would be absorbed.
Next I looked at the reflections map.
Again another very well detailed map, as you can see in this map there is not a lot of natural lighting in this scene, the only places that there are natural lighting are from behind the the cage doors which is bounced of the tiles and floor and is bounced into the middle of the stage. There is also some artificial light coming from the lights in the ceiling and from the sparks coming from one of the broken lights.
And finally I looked at the Sifi Bunk map.
In this map there is absolutely no natural light and all of the light here is artificial, due to this there are a very lot of soft shadows in this scene. This lighting defiantly does enhance the effect that the player is in a bumper.








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