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UE5_Lumen, Lightting - Coggle Diagram
UE5_Lumen
Project setting
Global illumination
Lumen Global illumination
Final Gather Quality 5.0?
Refections
Lumen Reflections
Quality 4?
Lumen
Software Ray Tracing Mode
Global Tracing
Hardware Ray Tracing
Software Ray Tracing
Generate Mesh Distance Fields
Distance Field Voxel Density ?
Exponential Height Fog
Fog Height Falloff
0.2-----2
Volumetric Fog
Scattering Distribution
0.2-----2
Fog Density
Fog Inscattering Color
Skylight
indirect Light
Light from the atmoshere
World Setting
Lightmass
Static Lighting Level Scale
1---0.6
小于1的设置会极大增加计算时间
越小,细节越多,但越多噪音
Num Indirect Lighting Bounces
3----10
专业建议 3--5
Num Sky Lighting Bounces
1----1---10?
Indirect Lighting Quality
大于1会极大增加计算时间
1----8
Enviroment Intensity
Indirect Lighing Smoothness
Lighting Scenarios
Indirect Lighting Intensity
1----10
数值越大,光线越均匀,
暗部与亮部的反差没那么硬
Directional Light
sunlight itself
Volumetric Scattering Intensity
Lightting
Project setting
FPS setting
Most project in 24fps
VR projects at 90 fps
game at 60 fps
Look for an interactive workflow
Deferred Vs Forward render
Default Render
Default UE4 Render
Store the raw data into Screen Space Buffers(Color, normal, Depth,etc)
Lighting is evaluated at "light" draw time
Extra screenspace data can be used for more sophisticated post process effects and simpler combination of lighting methods(SSAO,SSR)
Support all the rendering features
Forward render
For VR
Hardware Ray Tracing
Software Ray Tracing
Generate Mesh Distance Fields
Distance Field Voxel Density ?
Skylight
indirect Light
Light from the atmoshere
World Setting
Lightmass
Static Lighting Level Scale
1---0.6
小于1的设置会极大增加计算时间
Num Indirect Lighting Bounces
3----10
Num Sky Lighting Bounces
1----1---10?
Indirect Lighting Quality
大于1会极大增加计算时间
1----8
Enviroment Intensity
Indirect Lighting Intensity
1----10
数值越大,光线越均匀,
暗部与亮部的反差没那么硬
Directional Light
sunlight itself
Volumetric Scattering Intensity