Does baked lights get disabled if we have Lumen on? In UE 5
depends on the setup. you can disable lumen gi, used baked gi and still have distance field (don’t quote me on that one) or raytraced reflections.
Man I wish
Sadly Lumen reflections + Lightmaps only works with hardware raytracing + hit lighting, I guess thats because they don’t maintain a surface cache when lightmapped gi is enabled. Which makes sense…
There’s also a bug in 5.4/5.5 on ISMs where they will only seem to sample the lowest resolution lightmap mip which makes it pretty useless. Seems to be fixed on 5.6 (on Vulkan at least, can’t test DX)
that is still the case in 5.6, (and 5.7? - untested). it’s like baking a lightmap ambient cubemap for every instance. i used a grid of cubes to test that. it’s just a gi proxy for ism. even for static meshes i only tested it with low res lightmap scale. like 4 texels a meter or less. hmm.
Can we use screen space GI on top of the baked lights tho?
i think so. not sure rn. but… why would you use screenspace gi? this beta method? it looks disgusting, tbh. it’s noisy af. and has screen edge bleed artefacts. no bueno.
I think my question is more like:
Can you use Lumen GI while using baked lights? Like, I want Lumen to simulate part of it, but the heavy lifting is done by baked lightings.
okay. then… no. you can not use lumen GI and baked GI at the same. this makes no sense anyway.
what visual are you trying to achieve?