Devlog · tag
lighting
7 entries tagged “lighting”.
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Fog in the Sky
A volumetric cloud storm that makes one in the afternoon as dark as night, exponential height fog with FogCutoffDistance 0 painting the whole sunset sky one flat colour, the white edge halos a 30 km fog cutoff leaves round every roofline in rain, an unlit horizon cloud band that glows white at night, and wet footprint decals laid back to front, all in Unreal Engine 5.8.
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Two Bright Readings
Street lamps that switch on at dusk while the street stays black because the exposure is still pinned to daytime, a lightning bolt from Blender that imports invisible because FBX flips the UV V channel, a lightning flash light placed 312 m up that turns every roof and road white like snow, and a WidgetComponent petrol pump screen that is almost unreadable because the widget material is lit, all in Unreal Engine 5.8.
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Substantially Enclosed
An NPC who stops three metres short of a nightclub toilet because a 1.05 m doorway is too narrow for a navmesh agent radius of 35 cm, a heater whose emissive material pulsed to the music, a light A/B test in Unreal Engine 5.8 where 400, 120 and 0 lumens all looked the same, and a hall and cellar blown out white by a pinned exposure and the editor sitting on Low scalability.
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Named for What It Wasn't
A Saturday that ran from a riverbed to a secret society. Landscape grass standing
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It Was Never the Frame Rate
A nine-second shot of a man in a lorry cab looked like it was running at fifteen
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Eleven in the Morning
The daytime street looked identical to the night street, and it was not a grading problem - the sun was set to ten lux against a real daylight figure near a hundred thousand, and with no outdoor exposure authority the automatic metering re-normalised both to the same mid grey.
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In Time With the Music
The nightclub got a music-reactive light rig and one dancer who moves in time with the track, and the reason it works is that tempo is measured offline and baked while only loudness is read at runtime.