Another update!! after getting most of the "glued down objects" or "static meshes" (showers, sinks etc), I decided to get some textures and some lighting in. I spent some time reading Unreal's documents on lighting to get a better understanding before I went in and made an attempt to break everything =P.
Firstly, I wanna go over some of the issues I've ran into while playing around with lighting!
Honestly, I didn't run into many issues lighting my scene (probably because I only have a directional sunlight for now?)
The only issue I ran into with the lighting was this dam volumetric lightmap! The issues with the volumetric lightmap came into play when I moved my scene around. (I know your thinking.... "And why the hell would you move your scene around in the first place". I was testing if lights would do anything different if i moved my scene slightly up or down, i know sounds stupid right? Well I'm glad I did, because I ran into an issue.....I love creating issues and finding a fixing for them, i'm just weird that way okay!?! =P). So, after moving my scene around i noticed odd dark areas, like shadows.
After playing around with everything in my directional light and re-building my lights, realizing nothing was working, I decided to see what was going on with my "lightmass settings" inside the "world settings". The guy that was giving me issues was the volumetric light settings.
So, after doing a little autopsy on the volumetric settings, I learned that those little spheres you see (LOOK AT IMAGE BELOW) stores some indirect lighting information (Pretty sure it does more then that). Now, knowing this stores light information, i was still confused on why the hell it wasn't rebuilding those problem areas and not giving me any warning at all! I started playing with the "volumemetric lightmap detail cell size". (So what this setting does is sets how much information is being stored, higher number = less information, lower number = higher information.) After playing around with some numbers my problem as been resolved!!! Apparently I had to change the "volumemetric lightmap detail cell size" by at LEAST one number for it to recalculate. I find it odd that it doesn't rebuild the "volumemetric lightmap" when rebuilding lights. I guess theirs something i'm still not understanding about it?? (F.Y.I: you can turn on the volumetric lightmap samples by going under "show", "visualize" then "volumemetric lightmap" )
The Carpet material is still pretty basic, not to sure if im going t iterate on it more or leave it like it is.
First, I created this basic material in substance designer. (Not doing detail description on the creation of the material in substance) and imported into unreal. Inside of unreal's material editor I done the basic first, which is connect the textures.
- After I connected the textures I grabbed a "ParallaxOcclusionMapping".
- Grabbed "texture object" (Not to get confused with "texture sample", their is a difference) and put my normal map into that texture object and attached the texture object to the "heightmap texture" of ParallaxOcclusionMapping node.
- Create a "vector parameter" make it red and attach the RGB and alpha of the vector parameter into an append. After, connect the append to the "heightmap cahnnel (V4)"
- Next i created 3 scalar parameters, one for "height ratio", one for "min steps" and one for the "max steps". If noticed when playing around with these numbers, you CAN break some things (Talking from experience lol you know me....I like to test and break everything!!!!). So the height is going parameter is going to adjust the heightmap intesity. Good to play with this at very low numbers, as it can "Blow out" your texture. Also, it seems like higher numbers seem to bring in "Light leaks" even if objects are penetrating. (SEE LIGHT LEAK IMAGE). "Min step" is going to control how much fake depth you get from looking directly down on it. Max step is going to control how much fake height you get from looking at it from the sides.
- The next one is "UVs (V2)". This is going to give you a tiling amount so to speak. What i did to that was grabbed a "texture coordinate " and multiplied it with a scalar parameter and plugged that into "UVs (V2)".
After those steps are complete a plugged the "Parrallax UVs" of the "ParallaxOcclusionMapping" node into the corresponding textures "UVs section" and plugged the "Pixel Depth Offset" of the "ParallaxOcclusionMapping" into the materials "Pixel Depth Offset".
6. I still needed a direction change for the carpet so I created a mask in substance designer and multiplied with the base color.