lighting
i’ll start off this post with the basic light bulb. there’s a light placed just below the mesh which is set to stationary, which gives it a dynamic aspect which lets it produce the really bright bloom effect
this light below is set to static which means it doesn’t produce the same bloom as the first one. you can see the spline mesh utilised here for the cable too, running down the rafter and down to the wall.
this was originally just created as a sort of test so i could throw some lights around the level, so you might notice this mesh in a lot of earlier posts. i originally intended to get rid of the light  bulbs in place of torches. the actual lights have been changed significantly however. i decided to keep this mesh in the end because i really liked the contrast of the torches and the light bulbs and how they gave this really harsh light.Â
when you’re walking into a cell or down a corridoor with this light, and it’s only half visible because of the echolocation mechanic, the really harsh shadows and jarring white light make it all the more spooky because something about it just feels weird
here is the main light sources throughout the level though, the flaming torches. they provide light which is a lot less harsh that the light bulbs, and also a lot warmer. i didn’t think it was worth making a video just to show the torches, but they look a lot better in motion. there’s an element which looks like heat distortion as it rises. it’s subtle, but i really like it.
the actual blueprint consists of two lights. one of them is smaller, and stationary, which lets it flicker. i kept this one smaller because dynamic lights take much more resources to render in game so having it smaller is more efficient. there is also a much larger entirely static light which provides a lot of the fill light too.Â
here’s the particle effect. in the content example particle level there was an example of black body radiation. this lets you specify the temperature and the colours will reflect that automatically. it’s a bit awkward to set up with the dynamic node in the particle system but it gives a really nice effect.Â
and here’s the tiki torch version you can see in the blueprint above the settings which i’ve implemented to convert it to a tiki torch, which involves removing the dynamic light. during tests with the gpu profiler, i deduced having dynamic lights interacting with all the individual leaves on the trees is just a horrible idea.
 this is one of the outside sections. this bridge is lit pretty much exclusively by one light, which represents the moonlight. as a result you can see it’s pretty dark. only having one light source also helps to produce the same super harsh shadows as in the previous section. by having no fill light to fill in the almost completely black shadows it not only blends better into the black background, but adds an element of unknown. the player is used to clapping to reveal areas by now, so by having these completely dark section they cant reveal, it creates an uneasy ‘should i step here’ kind of feeling
i wanted to put a screenshot in here just to demonstrate the difference between the editor and the in game views. this enormous disparity made creating lighting for the scene extremely difficult, and incredibly time consuming, especially towards the end when i had to wait upwards of 2 hours each time i changed the lighting for a lighting bake to complete.
the sewer section was again a completely different lighting theme. this time i went for a very bluey green hue to the pipes, which tries to reflect the watery yet mouldy look of the cliché sewer.Â
you can also see here a bit better than before the little ‘preview’ all over everything. this happens before the lighting is baked out. BUT for some obscure reason they don’t go away even after a light bake, which means the ‘lighting must be built’ error message was perpetually on screen while the game is running, which obviously cannot be a thing. i had to go into the engine files and disable the error message because even right after a light bake it was telling me i had thousands of unbaked objects, which literally just isn’t true.














