I’m working in 5.8 I’m not super well-versed in all of this but I’m trying to use volumetric lightmaps for static object lighting. I can get it to work but the results i get aren’t terribly accurate. Meanwhile the 5.8 medium lumen irradiance field, which is similarly probe-based, has much higher accuracy. It’s somewhat confusing to me as to why the dynamic probe-based GI is so much more accurate than baked probe-based GI. I’ve tried all of the quality settings i know of any none of it seems to make a difference.
Accurate in what way?
The only real problem with the volumetric lightmap is that Unreal makes no attempt at all to prevent light leaking, and so it effectively cannot be used with reasonably realistic wall thicknesses. Otherwise it should be very similar to irradiance fields.
mainly lack of light leaking and better occlusion. I can mitigate it somewhat by placing volumes to block the light leaks but that only helps if there’s nothing else on the other side. Also the irradiance field algorithm seems to be better at probe placement around geometry than the actual lightmass importance volume. The results i get with just the volumetric lightmaps are okay, but i was trying to see if there was any way to get them to match the new medium lumen stuff because i dislike the flickering and noise. Would be nice if i could just press a button and bake the medium lumen result as a volumetric lightmap.