Epic's GPUlightmass

I would say yes that’s more or less correct.

Stationary lights bake down two things: Shadows and bounce lighting. Direct lighting is still dynamic. So you can change the intensity of a stationary light at runtime, but this doesn’t affect the bounce lighting so the skylight continues to glow as if it were daylight, even at night. By using a zero-bounce skylight, there’s no bounce lighting to bake down so you’re only using it for shadows.

Example:

The obvious question is well, why not just use a moveable skylight then? Well… because moveable skylights are unshadowed and DFAO is not a suitable replacement for skylight shadowing.

Essentially, if your project has a Day/Night cycle, you have three options when it comes to the skylight:

Moveable Skylight
:x:Unshadowed
:ballot_box_with_check: Provides proper darkness at night

Stationary Skylight with bounces
:ballot_box_with_check: Properly shadows interiors
:x:Bounce lighting causes exteriors to brightly glow at night

Zero Bounce Stationary Skylight
:ballot_box_with_check: Properly shadows interiors
:ballot_box_with_check: Provides proper darkness at night

Zero bounce skylight offers the best compromise by far…

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