Announcement

Collapse
No announcement yet.

[4.24.1] Bad light calculation?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    [4.24.1] Bad light calculation?

    Hi,

    I'm making a whitebox of a simple level (a garage) but I'm having some issues with lighting. I have 4 floors, all of them with the same distribution and light set, but when I build the lights the results are very different on each floor, and I don't know why.

    Here some images:

    Floor1
    Click image for larger version

Name:	floor1.png
Views:	405
Size:	514.6 KB
ID:	1700724
    Floor2
    Click image for larger version

Name:	floor2.png
Views:	363
Size:	509.6 KB
ID:	1700725
    Floor 4
    Click image for larger version

Name:	floor4.png
Views:	366
Size:	529.2 KB
ID:	1700726


    The lightmap resolution is the same on each BSP component (1024 for floors and 128 for colums). So, if I have the same light set and the same lightmap resolution for each floor, why are they so different? What am I doing wrong?

    #2
    Hi!

    BSP's lightmap resoltuion should be lower and lower if you want to have better resolution/result!! So now you have a very low resolution lightmap on everything! What happens next is you'll get a "random" lighting information everywhere which can look different every time since it's a random result!!
    You'll need to set a higher resolution lightmap for those objects you want better lighting results! Also your scene setup + lightmass settings are important to achieve good/realistic lighting results!

    Comment


      #3
      Originally posted by Makigirl View Post
      Hi!

      BSP's lightmap resoltuion should be lower and lower if you want to have better resolution/result!! So now you have a very low resolution lightmap on everything! What happens next is you'll get a "random" lighting information everywhere which can look different every time since it's a random result!!
      You'll need to set a higher resolution lightmap for those objects you want better lighting results! Also your scene setup + lightmass settings are important to achieve good/realistic lighting results!
      Dammit, is the BSP lightmap resolution still inverse? I thought it was inverted to fit the logic of the static mesh D: So back to lower resolution then. Thank you!

      Comment


        #4
        Hay Darxen

        Lighting is tricky and there could be a combination of issues but from what I see lightmaps is not one of them. The best way to resolve lighting issues is if you could provided a sample project file to look at.

        What seem to be lacking is a PBR type material but more than that it looks like your trying to force the spot lights to provided the lighting solution all on their own.

        HDRI and a postprocess volume can help to set the base light level through out the entire volume and from there use lighting elements to add the detail

        https://www.youtube.com/watch?v=VYNFdZhcEwk

        Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
        Custom Map Maker Discord
        https://discord.gg/t48GHkA
        Urban Terror https://www.urbanterror.info/home/

        Comment

        Working...
        X