This could be considered the second half of might "Light-Exploration"; the flip side of the Unreal Engine 4 lighting coin. I did a lot of work with Unreal Engine 3 and am well familiar with lightmass. We are also using baked lighting in my project Sails of War.
So mainly focusing on the actual lighting skill over learning how to use lightness.
So set and done then? Put down some lights, do what you do best, bake, publish, profit! ... Not... so ... fast.
"Fast" is a good keyword: I am on a (decent) 4-year-old gaming Laptop and light baking on what can only be described as a below-average CPU is a ... pain. One of the reasons I was exploring fully dynamic light in my last post is exactly that: not wanting to wait hours upon hours to see small changes take effect. That aside baked light has changed from UE3 to UE4.
This scene has a Skydome with an HDRI texture and a skylight capturing it to project its light. Works well and respects the fog, atmosphere, and HDRI rotation. A Directional Light is used for the sun and harder shadows casting light in - one smaller light for highlights. Reflection Captures do their part to get nice and realistic looking reflections. - Though it still leaves the metal chairs in darkness which does not look great.
One question you might ask is: why use baked light in the first place.
We are in the age of all dynamic all real-time - that much I would agree with. But... there still is no great way to get full Global Illumination in UE4 - unless you bake it. And with a scene like this; with a scene that has windows to the outside, you simply NEED baked light unless you are willing to forgo what will make it look good. (Maybe I should work on an outdoor scene next where you can get away without real GI.)
I am not sure if I will keep on working on this. Having to bake is a royal pain and this is only Preview light - takes about 10 minutes. I don't even want to know what Production would do. -- I do want to get better at lighting but wanting GI in UE4 means having to bake.
If you have any input on the light or scene feel free to share.
Until next time,
-Lukas
P.S.: Thanks to Abel Dopazo for his input over the weekend.
