Decorative Rocket Trusters - wow ... a bit too bright IMHO

@AndreAquila #10, yeah, could be cool vent for my steel forge and a reason to improve on architecture ... however, when you enlarge it, it i sooo bright. And on the flip side, it spend only light if it is in the field o view. Like the 1.0 signs by default. #12 also goes wild when large. This was at around 15 to 10 clicks in infinity nudge, a click is set to 10 in preferences. I think it was not that big ...
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22 Replies
Sevetamryn
SevetamrynOP•2w ago
this is one #12. smaller than a catwalk. It is cool. And iimpressive what this engine is capable of. Oh, would they be switchable by ficsit networks or something else? Looks like this happen only to #10 and #12. tested some others, mehh ...
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Rex
Rex•2w ago
Do you use Lumen (global illumination)?
Sevetamryn
SevetamrynOP•2w ago
@Rex [they/them] ofc yes!
Rex
Rex•2w ago
Okay, that probably explains why your entire factory is shining :LUL: Looks like the materials for the thrusters emit a lot (probably over 9000, unironically), likely because it wasn't made with Lumen GI in mind. When Lumen GI is off, the material is bright even in total darkness. But it doesn't actually inject light into the scene, no matter how much light it emits.
Sevetamryn
SevetamrynOP•2w ago
Entire Factory ... the entire world! This white circular object here is the black volcanic moon 😜 . It looks like the emission is going exponential when #10, #11 and #12 is enlarged using infinite nudge.
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Rex
Rex•2w ago
I think it depends on surface area: the more surface there is, the more light it'll inject
Sevetamryn
SevetamrynOP•2w ago
if it is particles then its even volume and volume goes at 3rd power of size ... However, it does IMHO (or was not going big enough) not happen with the other engines Well, this blue #12 is 3,5 meter in diameter, what is around the size of one Saturn V, F1 rocket engine.
AndreAquila
AndreAquila•2w ago
Seems like they became a sun that lights other planets!! OMG Sev! heheh I think those settings maybe should be in a ui in some way, or maybe this specific lightning option.
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Rex
Rex•2w ago
Oh wait, it's using particles
AndreAquila
AndreAquila•2w ago
yes, its all niagara emiters Rex... i didnt really change anything, its all from the Fab free of the month stuff
Rex
Rex•2w ago
Okay, I've never worked with Niagara before 😅
AndreAquila
AndreAquila•2w ago
maybe if i link the emissive_boost with scale
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Sevetamryn
SevetamrynOP•2w ago
@Andre Aquila <Aquila Industrial> What would also be super interesting IMHO, what is the difference of a light source in this game that only illuminates surrounding if you look at it and a light sorc that does it also when it is behind you.
Rex
Rex•2w ago
That's culling Lumen GI does this: if you don't see the emitter at all, you stop seeing the light from said emitter
AndreAquila
AndreAquila•2w ago
maybe put it to never cull
Rex
Rex•2w ago
Not sure if that'd help
Sevetamryn
SevetamrynOP•2w ago
@Rex [they/them] yes, but with some light sources it works! At least much better. And you can inprove it for emissive signs with some ini tweaks. I'm not a developer or know about Unreal or graphic programming, however, this makes my experience in 1.0 with emissive signs much better (found in the net, i have no idea what i'm doing here) ... and there are more options to fiddle around with: [SystemSettings] r.LumenScene.SurfaceCache.CardTexelDensityScale=3000 r.AOGlobalDistanceField.MinMeshSDFRadius=1 And is was highly disappointed by 1.0 after the Lumen experience (especially using signs) from Updated 8. ... like many others too. That's why i searched for this tweaks.
Rex
Rex•2w ago
I just know my RTX 2060 isn't happy about Lumen :sadalpaca:
Sevetamryn
SevetamrynOP•2w ago
even my 3060 is on the edge ... ... and i would like to have more, and not just that a 40xx is expensive, it is to big for my case, too hungry for my power supply .... yeah, this would mean a new PC.
AndreAquila
AndreAquila•2w ago
tried some things to disable this culling but nothing really worked.. 😦 Will study this more.
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Sevetamryn
SevetamrynOP•2w ago
It is a cool mood, it needs some GPU power, and its just my immediately in mid use case that does not work. Idea: have a huge flame on top of very industrial looking foundry type factories. However, i have a second use case (maybe also corner case) in mind. Make them switchable, using circuits / ficsit networks. Ide behind, let for instance a refinery factory switch on "flares" when output buffers or storages are full. The rocket would just need to be accessible by circuits / ficsit networks and the state "operate" must be writable with ON as default. Well, i'm also just searching for a very easy use case to get my hands on Ficsit Networks ... 😉
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