UE4場景燈光優化SOP
場景燈光優化SOP
Light map resolution
地面、天花板、牆壁 1024
大家具 256/512
小家具 64/128
Lightmass
Static Lighting Level x Indirect Lighting Quality = 1.0 (官方建議)
測試渲染:
渲染品質:Medium
World settings - lightmass:
Static Lighting Level = 0.6
Num Indirect Lighting Bounces = 20
Indirect Lighting Quality = 10
Indirect Lighting Smoothness = 1.1
Baselightmass.ini :
NumHemisphereSamples = 64
IndirectPhotonDensity = 3000
IndirectIrradiancePhotonDensity = 1500
IndirectPhotonSearchDistance = 180
進階渲染:
渲染品質:High
World settings - lightmass:
Static Lighting Level = 0.4
Num Indirect Lighting Bounces = 30
Indirect Lighting Quality = 10
Indirect Lighting Smoothness = 0.9
Baselightmass.ini :
NumHemisphereSamples = 128
IndirectPhotonDensity = 6000
IndirectIrradiancePhotonDensity = 3000
IndirectPhotonSearchDistance = 180
最終渲染:
渲染品質:Production
World settings - lightmass:
Static Lighting Level = 0.2 (Below that we have not much impact)
Num Indirect Lighting Bounces = 100
Indirect Lighting Quality = 10
Indirect Lighting Smoothness = 0.75
Baselightmass.ini :
NumHemisphereSamples = 256 or 512 (above 512 will have not much difference)
IndirectPhotonDensity = 12000 (If there are still flickers of artificial lighting, increase this value along with the parameter below)
IndirectIrradiancePhotonDensity = 8000
IndirectPhotonSearchDistance = 180 (180 - 240)
延伸參考資料
Scalability Reference
Unreal Engine 4 Lighting Masterclass
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- 移除所有現有效果 (light, post-process, reflection)
- 整理level建立layer
- 檢查物件mesh, material, UV
- 重新建立主環境光源 (DirectionalLight,PostProcessVolume, SkyAtmosphere, SkyDomeMesh, SkyLight) //SkyAtmosphere在4.24之後才有
- 關閉額外效果 (Auto Exposure, Vignetting)
- 放置Lightmass importance volume
- 配置物件光源 (常見光源、IES、自發光貼花)
- 配置反射
- 配置Lightmass portal (可選)
- Bulid light (preview)
- 優化(調整或刪除非必要的光源,或是依距離動態調整光源影響範圍)
- Lightmass,postprocess參數細調
- Bulid light (production)
Light map resolution
地面、天花板、牆壁 1024
大家具 256/512
小家具 64/128
Lightmass
Static Lighting Level x Indirect Lighting Quality = 1.0 (官方建議)
測試渲染:
渲染品質:Medium
World settings - lightmass:
Static Lighting Level = 0.6
Num Indirect Lighting Bounces = 20
Indirect Lighting Quality = 10
Indirect Lighting Smoothness = 1.1
Baselightmass.ini :
NumHemisphereSamples = 64
IndirectPhotonDensity = 3000
IndirectIrradiancePhotonDensity = 1500
IndirectPhotonSearchDistance = 180
進階渲染:
渲染品質:High
World settings - lightmass:
Static Lighting Level = 0.4
Num Indirect Lighting Bounces = 30
Indirect Lighting Quality = 10
Indirect Lighting Smoothness = 0.9
Baselightmass.ini :
NumHemisphereSamples = 128
IndirectPhotonDensity = 6000
IndirectIrradiancePhotonDensity = 3000
IndirectPhotonSearchDistance = 180
最終渲染:
渲染品質:Production
World settings - lightmass:
Static Lighting Level = 0.2 (Below that we have not much impact)
Num Indirect Lighting Bounces = 100
Indirect Lighting Quality = 10
Indirect Lighting Smoothness = 0.75
Baselightmass.ini :
NumHemisphereSamples = 256 or 512 (above 512 will have not much difference)
IndirectPhotonDensity = 12000 (If there are still flickers of artificial lighting, increase this value along with the parameter below)
IndirectIrradiancePhotonDensity = 8000
IndirectPhotonSearchDistance = 180 (180 - 240)
延伸參考資料
Scalability Reference
Unreal Engine 4 Lighting Masterclass
打光經驗分享