![]() Maximum resolution for the very top processed cubemap MIP. The angle to rotate the source cubemap when Source Type is set to SLS Specified Cubemap. Specify the Cubemap to use for sky lighting if Source Type is set to SLS_SpecifiedCubemap. Anything further than Sky Distance Threshold from the sky light position will be included.Ĭonstruct the sky light from the specified cubemap. When capturing the scene, anything further than SkyDistanceThreshold from the Sky Light position will be included.Ĭonstruct the sky light from the captured scene. Whether to capture the distant scene and use it as the light source or to use the specified cubemap. SkyAtmosphere, VolumetricCloud Components as well as sky domes with Sky materials are taken into account. ![]() When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular lighting. It also means you can look for opportunities to push quality in other areas, such as the quality of the sky or clouds, because you have a little bit of room in the frame budget. The same process but time sliced over 9-Frames Time Slice would cost, at most, 0.20 ms for the most expensive step.ĭistributing a single frame's capture over multiple frames has the benefit of keeping real time skylight capture within an affordable budget for your project, because time slicing is only as expensive as its most costly frame. This optimization reduces the per frame cost that would make a full process real time capture every frame too expensive for use on some platforms.įor example, a capture performed on the PlayStation 4 using a 128x128圆 HDR cubemap with sky and volumetric clouds would look something like (measured in milliseconds):Ī Full process per frame for a 128x128 cubemap would cost around 1.465ms (divided up as the following): Real Time Capture mode utilizes a performance optimization called Time Slicing to distribute the captured scene over several frames rather than performing a full scene process every frame. Reflections are only the result of the Sky Light. Note that Screen Space Reflections (SSR) has been disabled in these shots. It uses power of two values (such as, 64, 128, 256, and so on) to specify a texture resolution for the captured scene. The quality of reflections captured by the Sky Light is set by the property Cubemap Resolution. You can control the performance tradeoff-while respecting visuals in your scene-by adjusting the Volumetric Cloud component's Reflection Sample Count Scale and Shadow Reflection Sample Count Scale values. If you are using the volumetric clouds, performance can vary a lot depending on the complexity of the cloud material you're using. Real Time Capture mode is faster and more efficient than the RecaptureSky Blueprint node because all the computations stay on the GPU without any use of CPU processing that can cause pauses, or slowdowns in gameplay. Real Time Capture mode allows for ambient shadowing from Volumetric Clouds to be cast onto the world when Cloud Ambient Occlusion is enabled. It's possible to have a different sky dome mesh for the main view as compared to the reflection of the real time capture when enabling Visible in Real Time Sky Captures on individual actors. It's possible to render meshes only in real time capture mode by disabling them from rendering in the main view. In a future release, real time capture will be supported without this requirement. Requires a Sky Atmosphere component to be present in the scene for real time capture to work. These are some additional things to keep in mind when using this mode: Sky Dome Meshes with an unlit material tagged as IsSky This mode supports the following components for captured reflections and shadowing: This mode is available when the Sky Light's mobility is set to Stationary and Dynamic and when Real Time Capture is enabled from the Sky Light component Details panel. Both are accessible via the Details panel, and Recapture can also be called via Blueprint in-game. The Sky Light will only capture the scene under certain circumstances:įor Static Sky Lights, updates automatically happen when building lighting.įor Stationary or Movable Sky Lights, updates happen once on load and only updates further when Recapture is called unless the Real Time Capture feature is enabled. You can also manually specify a cubemap to use. That means the sky's appearance and its lighting/reflections will match, even if your sky isĬoming from atmosphere, or layered clouds on top of a skybox, or distant mountains. The Sky Light captures the distant parts of your level and applies that to the scene as a light. Precomputed (Static or Stationary) Sky Light
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