Atlassian uses cookies to improve your browsing experience, perform analytics and research, and conduct advertising. Accept all cookies to indicate that you agree to our use of cookies on your device. Atlassian cookies and tracking notice, (opens new window)

Enlighten UE4 3.09 Documentation
Results will update as you type.
  • Welcome to Enlighten
  • How Enlighten works
  • Install and build
  • Beginner tutorials
  • From static to dynamic lighting
  • How actors interact with Enlighten
  • Lightmap lighting
  • Probe lighting
  • Local reflections
  • Change the lighting resolution
  • World properties
  • Level properties
  • Precompute your level
  • Enlighten light properties
  • Light reflected from the sky
  • Material properties
  • Turn off Enlighten updates in game
  • Mesh destruction
  • LOD for lighting
  • Real-world sun/sky intensity
  • Collaborate on a level
  • Reserved texture samplers
  • Visualizations and statistics
  • Debug with Enlighten tools
  • Convert to vanilla UE4
  • Troubleshooting and support
  • Third-party licences
  • Release notes
    Calendars

You‘re viewing this with anonymous access, so some content might be blocked.
/
Real-world sun/sky intensity

    This is the documentation for Enlighten.

    Real-world sun/sky intensity

    Oct 10, 2019

    This is an experimental option, and is currently only functional on D3D11, D3D12, PS4 and Xbox One.

    In a level with a directional light with an Intensity of above 16, or a sky light with Intensity above 1000, you may notice darker-than-expected indirect lighting with Enlighten lightmaps. This is because Enlighten lightmaps in UE4 are stored with a fixed-point HDR representation.

    Real-world values for sunlight may require an intensity of around 2000. In this scenario, Enlighten indirect lighting looks dark and flat.

    To fix this, you can enable experimental floating-point HDR lightmaps, which:

    • display much greater range of values while preserving precision where it's most needed
    • don't require additional memory
    • don't significantly affect GPU or CPU overhead

    To enable the floating point pixel format for the irradiance lightmap:

    1. In your project's DefaultEngine.ini, add the line:

       r.Enlighten.LightmapPixelFormat=1
    2. Restart the editor.



    , multiple selections available,
    {"serverDuration": 10, "requestCorrelationId": "01836a6debed4c2ca22d86d17cd43a60"}