I’m making a big Archviz interior and I would use baking for lighting and Ray Tracing for reflections.
Is there any way to turn on reflection Ray Tracing only? If I activate Ray tracing on the projects preferences, it activate every Ray Tracing functions but I need only reflections!
I have tryed to deactivate all the Ray Tracing Effects by command but then if I reactivate them individually they don’t work… even if I try from Post Priocess Volume I can’t.
With my GTX 1080 Ti the raytracing performance are too low so I thought to bake all the lights and take advantage of the raytracing only to have a better realism for the reflections.
I think that it’s possible?
Thanks a lot Bits360!! I will try
At the moment I have some problem to understand the correct method to illuminate my foliage… Unfortunately I cannot use the Landscape material with my static mesh and I have paint the grass over it, but baking doesn’t properly illuminate the grass
Thanks Bits360!
Now I have another problem… it’s my first job in Unreal so I have a lot to learn!
I have baked all the static light but now if I add some Anima animated people how can i illuminate them? Obviously they are not seen by the bake because they are movable…
I have baked the light setting the skylight on static and the directional light on stationary. People project the shadow correctly but on the internal view they are too light…
At the moment I didn’t use RT
Since nobody ever replied to this I thought I should add a comment here on why this happens.
If the assets you’re using that appear too bright are set to moveable, it might be the volumetric lightmap being too spares to interpolate enough samples.
Go to Show > Visualise > Volumetric Lightmap, and if the spheres are spread too far apart, that could be your problem. From what I can tell (And I’m no expert) each sphere is a sample that is used to interpolate the lighting that a moveable object should be receiving. Too few samples and you’re likely to get objects that are too bright or too dark.
Go to world settings and lower the “Volumetric Lightmap Detail Cell Size”. I have a good machine and find going down to 100, then 50 if it’s still not helping to work for me. Adjusting volumetric lightmap settings can seriously negatively effect your scene though, so place a Volumetric Lightmap Density Volume in your scene to control wher ethe detail is. Oh, and for some reason that volume works the OPPOSITE of how you’d imagine. Where you place it will receive LESS samples, so place them around unimportant areas.