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Solutions for +4 stationary lights overlapping on small map?

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    Solutions for +4 stationary lights overlapping on small map?

    Hello, I have a small map (an apartment) with stationary lights placed around each room and hallway that can turn on and off. As you can Imagined my lights are overlapping which decreases performance optimization. The problem is that my map is really small and overlapping is pretty much inevitable. I could decrease the attenuation radius but if I do the light becomes very dim. I could change the lights to movable but that decreases my performance greatly. I could change some lights to static but I want my lights to be switchable between on and off. What are my options? I also have another problem, for some reason everything lights correctly except doors which look oddly dark. Why is this? These are doors used from an asset which I think are treated as skeletal mesh.I'll include some pictures. Thanks
    Last edited by eduniga; 06-21-2019, 12:10 PM.

    #2
    Having lights overlap should not affect performance, it only has issues if more than 4 lights are overlapping an area.

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      #3
      darthviper107 sorry, more than 4 lights overlapping, that's what I meant to say. I edited the text now.
      Last edited by eduniga; 06-21-2019, 12:11 PM.

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        #4
        The 4 light limit is only for static shadow casting Stationary Lights, otherwise 4+ lights is purely a performance issue unrelated to shadow casting. If you can disable shadows on some, then do that. If not, you have to reconsider their Attenuation Radius and/or disable Inverse Square Falloff, adjust the new falloff distance and fit the attenuation to that to use the tightest range possible.
        Lighting Artist II @ Crystal Dynamics
        ArtStation
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          #5
          rosegoldslugs Alright, I'll try some of your suggestions when I can, thanks a lot.

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