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    Movable object lighting problem

    Hello friends, I have a problem with the lighting of my exterior in a project, it turns out that when I calculate the vegetation that is in movement, it is very illuminated to such an extent that it seems burned, I do not understand why this happens to me, I have been looking and it is related With the Skylight if I don't use an HDRI in the cubemap it works fine but if I use an HDRI from my library I get this problem, and I need to use this. I have also noticed that after calculating and below the object below the geometry everything works fine.

    This is the image of how the image looked good

    Click image for larger version  Name:	05.PNG Views:	0 Size:	285.4 KB ID:	1761062
    and this how it looks bad later


    Click image for larger version  Name:	04.PNG Views:	0 Size:	270.1 KB ID:	1761063

    This is the images of the configuration that I am using
    Directional Light:


    Click image for larger version  Name:	01.PNG Views:	0 Size:	67.9 KB ID:	1761064
    Skylight


    Click image for larger version  Name:	02.PNG Views:	0 Size:	67.8 KB ID:	1761065

    World Settings

    Click image for larger version  Name:	03.PNG Views:	0 Size:	52.3 KB ID:	1761066

    And this is how it looks when I lower a tree below the calculated geometry:
    Click image for larger version  Name:	06.PNG Views:	0 Size:	659.6 KB ID:	1761067

    Thanks
    Attached Files
    Last edited by henry920130; 05-14-2020, 04:55 PM.

    #2
    Originally posted by henry920130 View Post
    Hello friends, I have a problem with the lighting of my exterior in a project, it turns out that when I calculate the vegetation that is in movement, it is very illuminated to such an extent that it seems burned, I do not understand why this happens to me, I have been looking and it is related With the Skylight if I don't use an HDRI in the cubemap it works fine but if I use an HDRI from my library I get this problem, and I need to use this. I have also noticed that after calculating and below the object below the geometry everything works fine.

    Thanks
    Do you have 'lower hemisphere' checked in the skylight? ( and is it black ).

    Comment


      #3
      Yes, it has always been black.

      Click image for larger version

Name:	Captura.PNG
Views:	126
Size:	75.2 KB
ID:	1761688

      Comment


        #4
        Originally posted by henry920130 View Post
        Yes, it has always been black.

        Click image for larger version

Name:	Captura.PNG
Views:	126
Size:	75.2 KB
ID:	1761688
        I know I might be pushing it here, but have you tried dynamic skylight?

        Comment


          #5
          Originally posted by henry920130 View Post
          Yes, it has always been black.

          Click image for larger version

Name:	Captura.PNG
Views:	126
Size:	75.2 KB
ID:	1761688
          Just tried it, see what you mean. I put a midday cubemap on the skylight and had to crank it down to .25. But I do also get the luminous leaves if I set the tree to moveable.

          Are you trying to get shadows for the leaves when close? Is that why you're setting the object to moveable?

          Have you tried this combination:

          1) Leave the tree as static

          2) Stationary skylight and directional

          3) Build light

          4) Set directonal light detail 'Dynamic shadow distance stationary light ' to about 1500.

          What it means is your entire scene is static, except when the camera gets with 1500 units of something. Then it uses the moveable aspect of the directional light to do shadows locally.

          Comment


            #6
            Was there a skylight in the scene before adding the HDRi? or was a skylight added after that HDRi was placed? The reason I ask is because from reading the doc on HDRi, it comes with a skylight and is advised to delete other skylight(s) in the scene so there's only one which is inherited in the HDRi actor. If it's not inherited in the HDRi, then it's a separate skylight unless it was removed from the HDRi as a component and resides in the level somewhere. With two skylights, it would be casting and baking double the lighting, so one layered over the other. Having 8 skylight bounces is rather high too, though I see how it would apply in a daytime, open sky scene.

            Comment

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