Since releasing this video, Lumen has added support for multi bounce reflections. However, I'll leave this up as it may still prove useful for some projects. Also it turns out it is possible to enable lumen in scene captures to further improve the results. This thread has instructions on how. It requires some minor modifications to the engine so you'd need to be comfortable building from the source code - but I did test it and can confirm it works. forums.unrealengine.com/t/scene-capture-component-not-capturing-lumen-global-illumination/249871/13?u=bananableoffense
Thanks for watching! Depending on your hardware, Lumen can support multi bounce reflections now, but for unsupported hardware this technique should still be relevant.
My one question is how do you even find the macros to include in the Custom Node? Is there a list somewhere or do you just need to dig around in source code hoping to find something?
They have since added a checkbox in the mesh detail panel to stop light emissions but I believe it should work with launcher version too. You should only need source build if you want to enable lumen in your captures.
@@TechArtAlex In authoring the cubemaps, the GI and reflection method is set to Lumen? While using the scene capture tool to generate the cubemaps, I was using Lumen GI and reflections, though the dark shadows in the mirror disappeared, the reflections aren't that sharp as seen in the video.
Since releasing this video, Lumen has added support for multi bounce reflections. However, I'll leave this up as it may still prove useful for some projects.
Also it turns out it is possible to enable lumen in scene captures to further improve the results. This thread has instructions on how. It requires some minor modifications to the engine so you'd need to be comfortable building from the source code - but I did test it and can confirm it works.
forums.unrealengine.com/t/scene-capture-component-not-capturing-lumen-global-illumination/249871/13?u=bananableoffense
Thanks for posting this video
Thanks for watching! Depending on your hardware, Lumen can support multi bounce reflections now, but for unsupported hardware this technique should still be relevant.
that was really smart! thanks!
Would you please be so kind to share your material on the paste bin at all?
Pls increase volume
lumen reflection make metallic material is blurry. how to fix it?
i can't find "Lumen Switch", can you help me?
The lumen switch is a custom node with the HLSL in the description. You can often get the same results with the "raytracing quality switch" too.
thanks for sharing!!
Thanks for watching!
My one question is how do you even find the macros to include in the Custom Node? Is there a list somewhere or do you just need to dig around in source code hoping to find something?
I'm not aware of a list but I'd love to be proven wrong.
Fantastic tutorial
can you share the material file , please?
Fantastic tutorial. The custom node text only works with the source build of the engine?
They have since added a checkbox in the mesh detail panel to stop light emissions but I believe it should work with launcher version too. You should only need source build if you want to enable lumen in your captures.
@@TechArtAlex In authoring the cubemaps, the GI and reflection method is set to Lumen? While using the scene capture tool to generate the cubemaps, I was using Lumen GI and reflections, though the dark shadows in the mirror disappeared, the reflections aren't that sharp as seen in the video.
@@gandepuun In the video I have hardware RT enabled for Lumen, which also makes for a significant increase in reflection quality and sharpness.