Hi, as the title says. I’m trying to have a pitch black environment with only a mobile light source (deleted everything else) and only a basic emissive material on my character with a basic white texture on the other objects. But my character leaves behind afterimages that illuminates even very far away objects, gets worse when moving the camera faster.
I tried everything, unlit emissive material, changing various material settings on character and walls, changing every lighting setting there is in the world settings, changing every lumen setting in my post process volume.
The only thing really helping is turning off lumen, but the other illumination methods deal so much worse with dark spaces from my testing.
What would be the best settings if the only source of light is gonna be a handheld lantern with a relatively fast fade into pitch black? On my main Projcet i have the lantern settings fixed already, but if i had to switch away from Lumen that would change everything again.
This is with auto exposure doing it’s thing:
Without auto exposure, faint but still there:
This is and Object beeing lit which is extremely far away, and it’s not just emissive materials but every directly or indirectly lit surface.