Have you tried adding a lightmassimportance volume? It does help focus the way the raytracer works. Also, it's important to note that static lights will only cast on static or stationary objects. Static lights won't display any lighting (esp after baked) on movable objects.
And you've also seemed to explore the usage of expanding the memory pool.
Also - the first images. Just to be clear - when you see the lights before baking, it's a crude visualization, it's only when you bake static lights that you'll see the actual lighting in the scene (since it's embedded as a texture). So what you see before baking may look ENTIRELY different than when you're first setting stating lights in the scene. With more experience, you'll understand how the intensities and falloffs work too.
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rayjaken repliedI would tell you to try and add a Postprocess Volume, and inside that play with global ilumination intensity. You will be able to light up the scene and maybe that could help.
Regards!
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jassy20 repliedBig House
Man would yall live in a big house with 4 bed rooms and 2 baths
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RI3DVIZ repliedOriginally posted by PDantas View PostI thought so, but the resolution is 512.
I'm raising it but I really expected that 512 was more than enough. I'll try production build and see what comes up.
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PDantas repliedI thought so, but the resolution is 512.
I'm raising it but I really expected that 512 was more than enough. I'll try production build and see what comes up.
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RI3DVIZ repliedThe jaggies are caused by too low of a lightmap rez on the surface that is jaggie - bump it up.
Glad you sorted it out!
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PDantas repliedI tried it and it didn't change anything.
However I tried something that I read in a different thread and it seemed to work - https://answers.unrealengine.com/que...pool-over.html
Apparently the error was due to the texture pool size that by default is 1000. I increased it and it seemed to work. The behaviour is much more stable. Also I dabbled with the lighting static mesh resolutions.
It seems to work, and I hope this is the end of this problem.
Thank you for the feedback and the support, it was really helpful guys!
I'll leave with a preview of what I managed to get, and also could you help me with the light spread in the wall so that it doesn't get so jagged.
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RI3DVIZ repliedOriginally posted by PDantas View PostIt's worth a try. I'll get back to you with some results.
I guess it will work to a degree but what if I need more lights.
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PDantas repliedIt's worth a try. I'll get back to you with some results.
I guess it will work to a degree but what if I need more lights.
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RI3DVIZ repliedI think I would strip out all of the lights and put just one in and build the lighting, then add another and build. Once you have established it's building okay try adding the rest.
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Lyte12345 repliedmaybe try upgrading to 4.11.2 if you haven't already? it might be worth a shot
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PDantas repliedI haven't completed the migration, but I've copied the content and tried out some objects and the map check errors still continues and it seems that some of my objects aren't building the shadows correctly.
I've managed to complete a correct light build by lowering the lightmap resolution of the objects, and tweaking with some properties like "indirect lighting smoothness" and bounces. May this have anything to do with my rig? I have an old I7 with 8 threads at 3.4Ghz and a 970 GTX.
I would to polish the shadows and the lights but since this is so unstable I'm reluctant.
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