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Enlighten UE4 3.12 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
    • Probe placement
    • Probe sampling
  • Local reflections
  • Change the lighting resolution
  • World properties
  • Level properties
  • Precompute your level
  • Enlighten light properties
  • Light reflected from the sky
  • Material properties
  • Light volumetric fog
  • 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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Probe sampling

    This is the documentation for Enlighten.

    Probe sampling

    Dec 22, 2020

    The accuracy of the probe lighting for an actor depends on the sampling method used. 

    Enlighten samples from probes on the rendering thread. To avoid reduced framerates, be aware of the cost.

    Per-mesh sampling

    This method allocates each mesh either one or multiple samples, depending on the size of the mesh.

    With a single sample, the lighting varies depending only on the surface normal but not the position on the surface. A single sample is sufficient for small meshes, but may cause noticeable mismatching lighting between adjacent larger meshes.

    The cost of per-mesh sampling increases with the number of meshes that are lit using probes. With this method, we recommend you limit the total number of meshes lit using probes. In particular, avoid many Foliage instances lit using probes.

    Per-pixel sampling

    This method makes a sample for each screen pixel to provide the most accurate lighting possible. This ensures that even very large meshes are always lit to match their surroundings.

    The cost of per-pixel sampling increases with the number of probes updated. With this method there is no need to limit on the number of meshes lit using probes.

    Per-pixel sampling doesn't work with regular Enlighten Probe Volumes. Use Enlighten Adaptive Probe Volumes instead.

    Per-pixel sampling is experimental and has some limitations that make it unsuitable for some use cases and platforms.

    Choose a sampling method

    By default, only per-mesh sampling is available. To enable per-pixel sampling, change the Available Probe Sample Methods project setting (Edit > Project Settings > Plugins > Enlighten).

    If you want to use a different sampling method for each probe-lit mesh, choose Both. Afterwards, you can specify which method to use for an actor using the actor's Probe Sample Method property.

    Using both probe sampling methods in the same project adds cost on the rendering thread. To minimize the cost, choose either per-pixel or per-mesh sampling.

    Choose one or multiple samples per mesh

    When using per-mesh sampling, by default, a single sample is used if the mesh's bounding sphere is smaller than 400 world units. If it's larger, multiple samples are used.

    To change this threshold, set the en.EnlightenLargeObjectThreshold variable. To always use a single or multiple samples for a given actor, use its Probe Sample Count property.

    , multiple selections available,
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