so I have a very strange behaviour or maybe I’m just misunderstanding the concept here. I have a level that I baked and a sublevel with an object that is set to movable.
Now if I bake my main map with the sublevel inactive (and thus the movable object hidden), shouldn’t the movable object be completely black after the bake? It even says just when I hit the bake button that all objects that are inside my sublevel will be excluded from the bake.
For some reason, my movable object gets lit too once I load the sublevel in. But I need to separate static baked meshes completely from movable objects. Whats wrong here? I even have different light channels setup for static and movable objects.
Hope someone can shed some light on this (pun intended). Thanks in advance!
Cheers
Update: It’s the volumetric lightmap that I want to disable completely. Is there any method available to do this?
For anyone wondering: To completely disable Volumetric Lightmaps you have to change Volume Lighting Method in the Lightmass Settings of World Settings to “Sparse Volume Lighting Samples”. Then in the Output Log, write: r.IndirectLightingCache 0
Movable objects now shouldn’t be lit by Lightmass.
Now it’s pitch black cuz it isn’t even being lit by my directional light, like.. every moveable object is just pitch black.
FYI my directional light is static which I use for baking the static comps, now I have one comp I want to be affected when I reduce the intensity of this light, but at the moment trying your suggestion just blocked all lighting from reacting with moving components whatsoever
Static lights effectively cease to exist once their lighting is built, and because of that the only lighting you can get from them on moveable meshes is whatever has been baked either to the surface lightmap or to the indirect lighting method (VLM or sparse volume samples)… if you aren’t writing anything to the indirect lighting method then there is nothing to sample, so you will just get a black result.
What you can do is create a second directional light set to moveable, and use the lighting channels to isolate its lighting from the rest of the scene.
thanks that’s what I had finalised on as well, a second moveable directional light that illuminates everything but it was kinda messing with the baked gi meshes, you just introduced the concept of lighting channels tho so I’ll look into that, sounds like something that would help