Hi. I wanted to leave a comment, because this video helped me after 8 hours of research to FINALLY solve my problem. Let me explain. Apart from the subject covered in the video on the display distance of emissives, this video solved another problem for me not mentioned here, but visible at 1.44 minute up to 1.48 minute. The infernal noise that the emissives make, giving the impression that there are water reflections. In my project I use more than 250 emissives, and I let you believe that it looked more like a swimming pool than anything else. Thanks to this video I was delving into these options, and in my case, I used the option: "Lumen global illumination/Final gather quality" And this option perfectly stabilizes the noise. I had already been to check in these options, but without result, the video presents, made me go back there and I finally solved my problem. Thank you 10000 X, I found ONLY this video which deals with the subject and which indirectly solved my problem. I now have clean and stable emissions. Finished this infernal noise. THANKS.
dude, i was having the same problem (Still am actually). I tried messing with the settings you mentioned but it still looks like a damn swimming pool in the living room :| imma have to keep screwing with these settings until something works... i think i may need to make the wall static meshes thicker because I also have light bleeding from the outside, in, as well. That may be causing the reflections too [shrugs]
well, 10 hours later and i figured my issue out. I was using purely emissive materials to light my environment. Forgot that with static meshes you can uncheck that they cast dynamic shadows. So what I did was I still used the emissive material to make the light source glow like a light but then I used spot lights placed above the static mesh and widened the radius to max (80.0 I believe) and made sure the actors I used as lights didn't cast dynamic shadows. looks sooooooo much better and my environment doesn't look like a friggin swimming pool xD
@@NordicGaming4u I am happy for you. Nothing more pleasant when after hours wasted looking for a solution, the problem is finally resolved. Moved on now :D Thanks for your feedback.
@@NordicGaming4u Be careful with the spots anyway, for me they consume a lot of resources. I limit them to one per zone, at the risk of having a significant drop in framerate. Hence my interest in emissives that consume almost nothing.
@@SyntheticMemoriesGuy I'll have to keep that in mind. I do have two spotlights in my kitchen. and one in the living room. I am trying to figure out a better setup for the fireplace. I have a trigger active so when the player collides with that trigger, it starts up the fireplace but I'm just using a particle that came with UE and I realized that when the camera is not looking at the particle, it despawns the particle. which looks jenk cuz you can see the reflection of the fire on the walls but when I turn away , the glow disappears. So I gotta figure something out for that lol.
My emissive material do not glow... When I increase glow intensity it becomes white !! can you help me? I'm trying to using emissive material on 3d text
Hello everyone! My material stops glowing when it is hidden behind some object (even one object with 1 material starts shining only the part that is visible)) I take it this is because the lighting uses screen space? Where can I turn something on so that it works even if it's not in sight? And also if the Cylinder source shone along its entire length, I would use it. But even if it is long, it glows from one point only)
Thank you, my emissive material doesnt have the same soft edge along the side, even when I turn it up and it illuminates the scene. Is that another setting somewhere?
Clearly meant more for video games than cinematic production, although I haven't really played video games that auto brightened so drastically so you're right
@@kudjo24 doesn't have anything to do with auto exposure and everything to do with how Lumen works. Unfortunately it's poorly documented and you need general knowledge of graphics programming and to read the source code to understand it fully
Does anyone know why when in editor the emissive ball lighting looks nice but when you are in game/game view and its hidden it is leaving a big dark shadow on anything close to the light?
I'm not sure we're talking about the same thing, but my emissives were making a lot, a lot of noise. My solution was to increase: Lumen global illumination/Final gather quality This in my case, the crappy shadows were already visible in the editor, and not only in game. The syndrome I'm talking about is visible in this video at 1.44 minutes, up to 1.48 minutes.
@@bigsylph7231 just create a new material. From there hold 3 on the keyboard and click anywhere in the Material Graph, that'll make the texture color. Set that new texture to whatever color you want your light. Next, right click in the material graph and type out multiply and click on multiply in that popup menu. Next hold 1 on the keyboard and click anywhere in the material graph. Set this new parameter to anything between 0-5 (anything with a decimal works as well, I used .5 personally). take this new parameter and attach it to "b" on the multiply node. Attach the texture color to "a" on the multiply node. attach the multiply node to Emissive color tag on the result node of the material (the box with base color, metallic, etc.) with this new material, place an object into the world and attach this material to it. You have to make sure that the mesh that has this light material is visible in the world, if it is hidden by another asset it will cast weird shadows. Now, if you select that sphere asset and check "cast shadows" and then uncheck cast dynamic shadows (and maybe any other boxes that suggest shadows in case) it should make that sphere not cast a shadow. I'd have to see an example of what you're talking about though lol
in my case, I was using small sources for LED strips. The better way to address the problem is to ad REC lights, to the scene. I didn't quite know how to modify their dimensions, but the tutorial says it clearly
Yes, because that allows the settings of the "post processing volume" to be applied to the entire level/scene regardless of how big the bounding box of the post processing volume is. Otherwise, the exposure setting changed in the tutorial from "Auto metered mode" to "manual" would only apply in the bounding box of the post processing volume.
Hi.
I wanted to leave a comment, because this video helped me after 8 hours of research to FINALLY solve my problem. Let me explain.
Apart from the subject covered in the video on the display distance of emissives, this video solved another problem for me not mentioned here, but visible at 1.44 minute up to 1.48 minute. The infernal noise that the emissives make, giving the impression that there are water reflections.
In my project I use more than 250 emissives, and I let you believe that it looked more like a swimming pool than anything else.
Thanks to this video I was delving into these options, and in my case, I used the option: "Lumen global illumination/Final gather quality"
And this option perfectly stabilizes the noise. I had already been to check in these options, but without result, the video presents, made me go back there and I finally solved my problem.
Thank you 10000 X, I found ONLY this video which deals with the subject and which indirectly solved my problem.
I now have clean and stable emissions. Finished this infernal noise.
THANKS.
dude, i was having the same problem (Still am actually). I tried messing with the settings you mentioned but it still looks like a damn swimming pool in the living room :| imma have to keep screwing with these settings until something works... i think i may need to make the wall static meshes thicker because I also have light bleeding from the outside, in, as well. That may be causing the reflections too [shrugs]
well, 10 hours later and i figured my issue out. I was using purely emissive materials to light my environment. Forgot that with static meshes you can uncheck that they cast dynamic shadows. So what I did was I still used the emissive material to make the light source glow like a light but then I used spot lights placed above the static mesh and widened the radius to max (80.0 I believe) and made sure the actors I used as lights didn't cast dynamic shadows. looks sooooooo much better and my environment doesn't look like a friggin swimming pool xD
@@NordicGaming4u I am happy for you. Nothing more pleasant when after hours wasted looking for a solution, the problem is finally resolved. Moved on now :D Thanks for your feedback.
@@NordicGaming4u Be careful with the spots anyway, for me they consume a lot of resources. I limit them to one per zone, at the risk of having a significant drop in framerate. Hence my interest in emissives that consume almost nothing.
@@SyntheticMemoriesGuy I'll have to keep that in mind. I do have two spotlights in my kitchen. and one in the living room. I am trying to figure out a better setup for the fireplace. I have a trigger active so when the player collides with that trigger, it starts up the fireplace but I'm just using a particle that came with UE and I realized that when the camera is not looking at the particle, it despawns the particle. which looks jenk cuz you can see the reflection of the fire on the walls but when I turn away , the glow disappears. So I gotta figure something out for that lol.
You are a life saver!! Thanks for the awesome tutorial!!
Happy to help!
I just can't with text to speech... Somehow it's all I can focus on.
My emissive material do not glow... When I increase glow intensity it becomes white !! can you help me? I'm trying to using emissive material on 3d text
Hello everyone! My material stops glowing when it is hidden behind some object (even one object with 1 material starts shining only the part that is visible)) I take it this is because the lighting uses screen space? Where can I turn something on so that it works even if it's not in sight? And also if the Cylinder source shone along its entire length, I would use it. But even if it is long, it glows from one point only)
Thanks a lot. BTW, is it possible to turn off the visibility of the sphere but still keep the light emitting from the sphere ??
Yes, in the object details switch off 'visibility' and switch on 'affect indirect lighting while hidden'
Thank you, my emissive material doesnt have the same soft edge along the side, even when I turn it up and it illuminates the scene. Is that another setting somewhere?
what about flickering emisive reflections?
I haven't tested that.
They should make this the default on post-process volumes
Clearly meant more for video games than cinematic production, although I haven't really played video games that auto brightened so drastically so you're right
@@kudjo24 doesn't have anything to do with auto exposure and everything to do with how Lumen works. Unfortunately it's poorly documented and you need general knowledge of graphics programming and to read the source code to understand it fully
Does anyone know why when in editor the emissive ball lighting looks nice but when you are in game/game view and its hidden it is leaving a big dark shadow on anything close to the light?
I'm not sure we're talking about the same thing, but my emissives were making a lot, a lot of noise. My solution was to increase: Lumen global illumination/Final gather quality
This in my case, the crappy shadows were already visible in the editor, and not only in game.
The syndrome I'm talking about is visible in this video at 1.44 minutes, up to 1.48 minutes.
@@SyntheticMemoriesGuy Not the same issue but i will try that incase it does work thanks.
@@bigsylph7231 just create a new material. From there hold 3 on the keyboard and click anywhere in the Material Graph, that'll make the texture color. Set that new texture to whatever color you want your light. Next, right click in the material graph and type out multiply and click on multiply in that popup menu. Next hold 1 on the keyboard and click anywhere in the material graph. Set this new parameter to anything between 0-5 (anything with a decimal works as well, I used .5 personally). take this new parameter and attach it to "b" on the multiply node. Attach the texture color to "a" on the multiply node. attach the multiply node to Emissive color tag on the result node of the material (the box with base color, metallic, etc.)
with this new material, place an object into the world and attach this material to it. You have to make sure that the mesh that has this light material is visible in the world, if it is hidden by another asset it will cast weird shadows. Now, if you select that sphere asset and check "cast shadows" and then uncheck cast dynamic shadows (and maybe any other boxes that suggest shadows in case) it should make that sphere not cast a shadow. I'd have to see an example of what you're talking about though lol
my emission material is not emiting light, instead is black. Iam using lumen
I have huge problem with emissive materials and reflection. So much flickering...
Thanks! Keep up the good work!
Thanks!
I'm not using lumen global illumination because I'm developing for android) Any other way to solve?
Still not working, when i dont look at the object the light disappear , im using ue5.2
pudiste solucionarlo?
Working Perfectly
thank you very much!
What is a "Three Constant Node"?
Thank you
Thanks!
So helpful! Thank you!
Glad it was helpful!
This tutorial is short and clear.
Keep making tutorials please ❤️
Hmm still disappearing for me
me too
@@lucasrivera1488 lemme know if you find a solution
@@ScottGelber here it is ua-cam.com/video/y2e6qQaIdRA/v-deo.html
in my case, I was using small sources for LED strips. The better way to address the problem is to ad REC lights, to the scene. I didn't quite know how to modify their dimensions, but the tutorial says it clearly
see around min 24:00
Too bad this is not good enough for smaller emissives
the text to speech voice is really good
I don't know anything about what you are doing here. But are you sure "infinite extent" is the correct setting for that?
Yes, because that allows the settings of the "post processing volume" to be applied to the entire level/scene regardless of how big the bounding box of the post processing volume is. Otherwise, the exposure setting changed in the tutorial from "Auto metered mode" to "manual" would only apply in the bounding box of the post processing volume.
gracias forrooooo m salvaste mal
Doesn't work for me. I'm using a gtx 980. Don't know if it matters.