Hi people, new on the forums.
Please bear with me as I haven’t migrated a scene and this is my first time.
I received a baked scene with cpu lightmas and I am to convert it to realtime raytrace for presentation purposes.
What I tried so far is enabling raytracing in the baked scene, converted all lights to movable etc. - this resulted in very bad lighting, overexposed/burnt areas, it looks like there is no GI at all(one side of objects is lit and the other almost black). Baked scene looks really good, smooth lighting as it should be. I’m yet to try to relight it from scratch tomorrow.
What are my options to get as close to the baked lighting as possible? Is there something i’m missing or skipping?
For the needs of my scene(exterior archviz) I also bought Realistic Trees from the market place - but that too is also baked and I’m wondering if I will be able to import those assets into a raytraced scene now.
There’s a few steps to changing over to completely dynamic lighting. One is going to Project Settings and under Rendering, enable “Force No Precomputed Lighting”. The settings for directional and skylight also need changing. For directional, may need to increase indirect lighting intensity, and have Mesh Distance Fields enabled in Project Settings for an exterior scene, especially if it’s a larger landscape scene, but also other scenes from what I’ve read. Do not set the directional light as the Sun / Fog light. Keep it separate. For the skylight, increase the cubemap resolution, and also increase Indirect Intensity. Try those to see if there’s any difference or improving of the quality of lighting and shadows. It may require placing a Light Propagation Volume and tweaking its settings to light up the unlit sides of certain areas. In ray tracing settings inside the PPV (post process volume), do not use the Final Gather setting for RTGI, but instead the brute force method, and increase samples per pixel to at least 4-8. Turn off RT translucency until everything else looks great.