UE4 Lighting Scenario 流程

今天在公司加班,抽时间看了下 Lighting Scenario 流程

直接看官方的解释,有点懵.....
















还是论坛上的国外友人写的步骤详细,如下:
If you've used Level streaming this is a very similar process to that. Not very hard to pick up on.
  1. Create your level with your geometry for starters. Then open the Levels panel (Window > Levels)
  2. Make a sub-level named "Day" or whatever type of lighting scenario you want. Do the same for a second level for "Night" or whatever you'd like.
  3. In the Level's panel, Right-click on your Day and Night levels and select Lighting Scenario > Change to Lighting Scenario.
  4. Hide one of the levels for Day/Night.
  5. In this level add your lights and things needed for day light settings. (In my example, I added a Skylight, Directional Light, and BP_SkySphere).
  6. Build Lighting for this scenario. With the Night Level visibility turned off (click the visibility eye). You'll get a warning about building with a hidden level. Click Yes, so it'll build lighting with the other hidden and then click the Build in button in the next warning. The lighting Build will now commence.
  7. Once the Light Build finishes. Hide the Day Level and Unhide the Night level. Add your Lights and setup for the night lighting here. Build lighting and do the same things from step 6.
  8. Once that completes you now have the lighting scenarios for both set up for use.
  9. Open the Persistent Level Blueprint and use the Load Stream Level and Unload Stream Level nodes to load and unload the Day/Night levels. The lighting data for each is carried with them.
In the end, you should see something similar to this for the lighting changes if you've set up a day/night switch.


SpeedTree 植物模型默认导入到UE4的本体材质参考

SpeedTree 植物模型默认导入到UE4的本体材质参考


3dsMax 拓扑插件Wrapit

终于准备要用下Wrapit 

只是为了别人在用ZB的自动拓扑功能的时候,我也能说我也有个东西可以用... 仅此而已...

UE4关于LOD的设置的部分说明

UE4关于LOD的设置的部分说明......

室外场景制作流程小结.....

公司每周有分享会,个人比较懒,还是把以前的点滴内容转过来吧,算是记录......

UE4 目前版本中植物系统次级LOD丢失光照信息的问题


















类似这样,切换到LOD次级就黑了......
后来查了下,如果是针对植被系统,那么次级LOD最好共用一套光照UV!

暴雪宣布将开源《星际争霸2》的 AI

在刚刚结束的2016年暴雪嘉年华上,暴雪宣布《星际争霸2》将和谷歌的 DeepMind AlphaGo 合作,并且《星际争霸2》的 AI 也将进行开源,供更多的玩家和机构进行开发和研究。