Search results

From Unreal Wiki, The Unreal Engine Documentation Site
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)

Page title matches

    Page text matches

    • This is the hub page for anything about lighting in maps. ...t]] actors in the map, [[Legacy:Rebuild|rebuild]] and the map is lit. Good lighting is an essential part of a map's atmosphere. ...
      4 KB (657 words) - 18:08, 11 May 2015
    • On occasion, the lighting compiler will do some funky math and make the lightmaps too small for the f # increase the zone's ambient lighting ...
      4 KB (690 words) - 22:23, 21 May 2010
    • Subdivision step size for static vertex lighting. ...ic mesh LOD data. Contains static lighting data along with instanced mesh vertex colors. ...
      5 KB (546 words) - 06:48, 17 January 2010
    • ..., eg "Basic Lighting" should get a link somewhere on the [[Legacy:Lighting|Lighting]] section page. Tutorials should also get a link on the [[Legacy:Mapping Le ...d check box. I still can't find it! I have "Show Full Log Window", "Toggle Vertex Snap", "Toggle Drag Grid", "Drag Grid Size", "Toggle Rotation Grid" and "Ma ...
      3 KB (480 words) - 06:58, 26 November 2006
    • Whether the vertex positions in the simulation grid should be animated or not The size of a grid cell in the vertex simulation (in world space units) ...
      10 KB (1,222 words) - 06:39, 17 January 2010
    • *[http://www.chrisalbeluhn.com/UDK_Mesh_Paint_Tutorial.html Some tricks with Vertex Painting] by Christopher Albeluhn ...com/UDK_Advanced_Vertex_Painting.html Interpolating between Materials with Vertex Painting] by Christopher Albeluhn ...
      11 KB (1,612 words) - 18:43, 11 June 2013
    • ...led, the camera vector will be computed in the pixel shader instead of the vertex shader which may improve the quality of the reflection. Enabling this sett Enables instancing for mesh particles. Use the "Vertex Color" node when enabled, not "MeshEmit VertColor." ...
      13 KB (1,679 words) - 06:41, 17 January 2010
    • ...hat it was because the dynamic lighting stuff got corrupted. I rebuilt the lighting and it stayed all brightly lit. I finally solved this problem by moving a l ; How does the vertex editing mode work? : See [[Legacy:Vertex Editing|Vertex Editing]]. ...
      8 KB (1,313 words) - 14:10, 19 September 2007
    • ...d'''. Unknown, presumed to be exponential falloff of something related to lighting. Float. ...are more *MESH declarations within the *GEOMOBJECT block to represent the vertex positions in different frames). ...
      22 KB (3,133 words) - 02:33, 3 September 2009
    • ===Property group 'Lighting'=== If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of ...
      17 KB (2,272 words) - 06:48, 17 January 2010
    • ===Property group 'Lighting'=== If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of ...
      17 KB (2,238 words) - 08:40, 23 May 2008
    • Subdivision step size for static vertex lighting. ...
      4 KB (411 words) - 10:11, 17 May 2008
    • ...ighten (Global illumination, radiosity, ray tracing, soft shadows and many lighting/shading/shadowing optimized technniques middleware, no additional cost) * 64-bit and 128-bit color High Dynamic Range lighting and rendering pipeline ...
      15 KB (1,805 words) - 05:58, 19 November 2010
    • ;Unlit: not reactive to lighting, i.e. no shading, constantly full brightness. If the texture is bright, thi ...idual poly (lighting on meshes is calculated on each poly, starting at the vertex and moving toward center) in a group and makes them look like they are all ...
      4 KB (754 words) - 05:39, 9 May 2014
    View (previous 20 | ) (20 | 50 | 100 | 250 | 500)