I have this question in mind: I need to make a scene that looks like a real sky. My first idea was to make a cube and texturize it. It wasn't that good looking. I came up with the idea of using a sphere. But I couldn't light it from inside. I've put the camera on the origin watching (0,0,-100). Ambient and specular light source also at the origin. Couldn't see any thing lit! What are the ways of making a sky and how can I light the inside of a sphere?
Try flipping the normals of the sphere (more search results here). In general rendering engines use algorithms to determine what could not be possibly seen and thus should not be rendered; one such technique is backface culling. I'm guessing that the sphere is created in the typical way where the normals project out of the sphere, away from the center; you need your normals facing the opposite way.
Assuming that you're doing phong/gouraud lighting, the cosine between the normal and the view direction will be computed somewhere. The cosine will be negative and your graphics card will clamp to zero which results in black color.
However, the problem with this is that changing state can be expensive. So one way to eliminate the GL_CULL_FACE state change is to make sure your normals are pointing the right way. If CULL_FACE is set to CCW (Counter ClockWise) then the normals should be pointing toward you. However, if CULL_FACE is set to CW (ClockWise) then the normals should be pointing away from you. The only way I can see to eliminate the GL_LIGHTING state change is to use shaders and define your own lighting scheme. However, I don't know if that is more or less expensive.
1) I am using a VRAY sphere light to simulate a glow around a light source. However, I cant seem to make the edge of the shadow cast by these lights to be soft? Does anyone know how I amend the softness of the shadows. (please see Sphere lgt settings)
The sharpness of shadows with Vray sphere lights is directly related to their size. As in real life a small light source will cast sharp shadows while a large light source will cast softer shadows. If you can't increase the sphere size for whatever reason I suggest using a standard light type such as omni instead.
There could be two reasons for this: a) size of Vray light or b) its intensity. Vray sphere light scatters rays in a specific way that might not be suitable for large spaces like the one you have there. Try lowering light intensity drastically to see if the problem goes away. You don't necessarily need to use this type of light to get ambient lighting.
I use a fully dynamic lighting with SkyLight. Is there any reason to add Sphere Reflection Capture actors into fully dynamic scene? Reflections are correct without any captures, but something changes when I add Sphere Reflection Capture. Reflections change a little, becoming a bit brighter, but everything in the reflections stays the same.
If you want your reflections to be displayed correctly, the answer is yes, you need Reflection Capture actor. Without it, you will not get reflection on some materials, it will also cause an incorrect distribution of light. Reflections vary depending on the position of the sphere, so try to move it. You should know that the reflections are calculated before the run time, so if you have light sources with changing colors, only one color will be reflected in the reflections. Unfortunately, UE4 does not allow you to calculate the reflections in run time. You can try Planar Reflection, but they come with a higher rendering cost and.
So we asked ourselves, can we build something that leverages the latest technology? Maybe even invent new technology specifically for the theater? And then we said, well, we should also make it a sphere. Why? Why not? It would be different.
To test our cameras, we took them to Antarctica for a solar eclipse about two years ago. The returned footage is amazing, a solar eclipse across Antarctica. There are effects and colors that you never get here in the atmosphere, just because the atmosphere in Antarctica is so different. So after withstanding those conditions, the cameras got taken into jungles and mountains because, shooting films, the camera has to have the weather resistance.
In this informative video from Jay P. Morgan of The Slanted Lens, Jay goes back to the basics to show off the principles of light, and how they affect a sphere. Whenever a light is added to a subject, five things happen, and this video explores what is created, and how to control it, which ultimately will help you to craft your final image in a photo or video.
Back to Jay P.'s video above, which is like a lesson pulled from an intro to studio lighting class, he touches on adding another light to the sphere, which creates another five effects (incident, highlight, core, shadow, cast shadow) on the sphere. While he does note that the newly created core might not be desirable (and he moves to using a reflector), for me that brings up an important point. Every time you add a light, you add more shadows and highlights, and when they mix with the shadows and highlights of your other lights, it can sometimes create more problems than it solves.
In this video example, open-face lights are used (sometimes with bounce cards or reflectors) which is good for showing how they affect the sphere. In practice though, I think really manipulating that light comes from the skilled use of modifiers. Controlling spill, placement, shape, and spread is really where you begin to craft the look of light in a scene and on a person.
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