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Enlighten UE4 3.09 Documentation
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  • Welcome to Enlighten
  • How Enlighten works
  • Install and build
  • Beginner tutorials
    • See what Enlighten can do in Unreal
      • 1: Open the level
      • 2. Run the precompute
      • 3. Turn emissive materials into light sources
      • 4. Add light sources
      • 5. Understand the lighting
      • 6. Lightmaps and light probes
      • 7. Lightmap resolution
      • 8. Light probe resolution
      • 9. Efficient Enlighten lighting
    • Set up Enlighten in Unreal from scratch
  • 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

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3. Turn emissive materials into light sources

    This is the documentation for Enlighten.

    3. Turn emissive materials into light sources

    Oct 10, 2019

    In this part of the tutorial, we'll turn the emissive signs into light sources with soft shadows.

    1. In the Content Browser, in Enlighten/Materials, double-click the M_SignsDecals material.

      The material opens in the the Material Editor.

    2. In the Details panel, under Enlighten, enable Use Static Enlighten Emissive. 


      This makes sure the material emits light with color and intensity derived from the Emissive output of the material graph.

      Make sure you don't enable Use Dynamic Enlighten Emissive by mistake!

    3. In the material editor toolbar, click Apply.

      The Compiling Shaders notification is displayed.
    4. Close the material browser and wait for the shaders to finish compiling.
    5. Changes to materials used as an Enlighten light source don't always take effect immediately. To make sure the changes take effect, under Build, select Update Static Albedo.

    6. In the World Outliner, double-click the actor Sign_Hash to focus the view on the sign.



      The sign emits a small amount of green light, visible on the wall.
    7. In the Content Browser, in Enlighten/Materials, double-click the MI_Sign_Hash material.

      The material opens in the Material Editor.
    8. In the Details panel, under Parameter Groups > Scalar Parameter Values, set the Emissive Value to 10.0.

      This parameter controls the material's emissive brightness. Higher values make the material glow more brightly.
    9. Close the material editor.
    10. To make sure the light changes take effect, under Build, select Update Static Albedo again.

      The sign now emits more light.

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    • 4. Add light sources
    , multiple selections available,
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