![]() Using physically realistic lighting in UE4 Instead, by using realistic brightness for the sun and lamps, we don’t need to tweak the lighting again every time we add or remove lamp. In reality, the sun delivers about 60 times more light than a typical lightbulb. The problem is that the brightness of these light sources is not physically realistic. This means tweaking all the light sources in the scene every time we add a light source. That doesn’t look right - so we adjust the lamp intensity and tweak the scene exposure settings to balance everything out. Suddenly, the lamps are providing more light than the sun. That might look OK.īut now imagine we add five more lamps. ![]() The traditional approach would be to have the sun deliver, say, four times more light than the lamp. This makes it much easier to achieve the immersive lighting results you want, without having to tweak the lighting every time you make a change. Since version 4.19, UE4 has supported real-world lighting units and real-world photography exposure units, so you can set up lighting based on real-world brightness. Image-based lighting captured from photography is a step towards a solution, but doesn't solve the problem for manually placed light sources. Without this, artists have to pick arbitrary brightness and exposure values and adjust them until they "look right". It provides a simple way to make a materials based on physical parameters like Roughness and Metallic, and which you don't need to modify to look good in different lighting conditions.Ī similar physically based approach to light sources is less common. Physically-based rendering has become a standard technique in game development.
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