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salve ragazzi,sto realizzando una mappa...ho creato la struttura,inserito lo skybox con sole.ma nn riesco a creare l'illuminazione tipica del sole.come si fa'??
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vai nel content browser, in cima clikka sulla linguetta "Actors Classes", poi scegli light selezioni "Skylight", chiudi la finestra, vai nell'editor clikki col destro dove vuoi e nel menù scegli "Add SkyLight Here" e il gioco è fatto XD
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intendi l'effetto nuvola di passaggio?
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sinceramente non so come si faccia, credo che devi giocara con le proprietà di rifrazione degli oggetti
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06-10-2010, 04:47 PM
(Questo messaggio è stato modificato l'ultima volta il: 06-10-2010, 04:50 PM da evilkenevil.)
ragazzi ho trovato questa guida, qualcuno sa spiegarmi il terzo passaggio??non trovo questo ***** di world proprieties
Okay so here are some basic steps for using the Dominant Directional in your level.
1. In Actor Classes menu inside the Light drop-down there is a DominantDirectionalLight actor.
2.Right click somewhere in your level or on a mesh in the list and select "Add DominantDirectionalLight Here"
3.Go up to the menu bar and scroll down and open "World Properties"
4. Open the lightmass/Lightmass settings tabs within and check "Use ambient occlusion"
5. Create a bsp builder brush a bit larger than your level (or the area you want lightmass to focus most of its calculating energy) and with the builder brush still selected right click the add volume icon in the left toolbar and select "LightmassImportanceVolume"
6. At this point reselect the red builder brush and either move it out of the way or scale it down or hide it so you can now see your newly created LightmassImportanceVolume(yellow).
7. Now simply hit the build lighting icon, making sure "use lightmass" and "Build static meshes" is checked and hit ok. Sawrm will now do its magic and depending on the scale and complexity of your level times will vary but you will have the nice results your after.
Things of note: You can change the build quality in the lighting build options from preview to something higher but I don't recommend it till your ready to pack up your level to distribute. Preview mode is pretty darn nice as is and unless you really need to go higher, preview mode should be well sufficient for general level building.
Under lightmass settings in World Properties there is a "Num Indirect Lighting Bounces" that is default to 3. If you have a complex scene and swarm takes incredibly long you can lower this number to 1 to get faster bakes. Even at 1, the results are quite good and I usually work with it at 1 unless I want to get more bounces.
Be sure that your skybox mesh has shadow casting unchecked.
skylights are no longer needed with UDK and lightmass calculations. Anyone feel free to correct me or add to this thread.
PS: RISOLTO ^^