Gpu lightmass looks great but terrain way darker then static meshes

Sky light is ultra dynamic sky from market place… and its simply set to static with intensity to like 20.

Aside from that there are dark boxes in a grid like pattern or alignment all over the level in random places… on static meshes… not just the terrain.

Again all the lighting looks fine when baked in “bake what u see” mode in gpu lightmass… just not in full bake.

No dynamic lights in my scene… They are all static.

Nothing special on any of the visualizations either.


Different issue. the banding is cascade. And at certain angles you just cannot counter it.

The solution is to finish the scene. When there’s bushes and trees you won’t see that specific zone as much, so the banding will not seem important…

@kurylo3d
Say, what is the lpv or whatver the light probe distance?
Could you maybe try to reduce or increase that and see if it makes a difference?

It’s the only thing that I can think of that visually scatters around the world … don’t know how or why it would act up. But maybe it’s the reason for the inconsistency…

light probe distance? Are you referring to the attenuation radius or something else?

ALso…Its as though when doing full bkae it doesnt get started on a bunch of cells. These boxes seem like same areas of bake what u see that bake gradually in bake what you see mode. As in they typically start black and start getting populated with color as u look at them.

I think, in essence, static lighting level scale.

Try increasing that to 2, or 4, see if you get a change in results or if the results are always checkered the same way.

If the probing is the issue, then maybe that will fix it somewhat.

You can also try to add a lightmass importance volume within the already existing one.
It should cause the volume lighting to only bake for the smaller contained ones (I think? May just be if you place multiple it bakes around all of them)

nah none of that helped.

Ok here’s another wild guess.

That checkering on the floor is the result of the light shining though the open ceiling?

I guess to test that theory out you could put a large box to cover the ceiling of the checkered room.

No idea as to why some would light right some would light bad.
If that’s the issue there and you need ideas we can chime in.

nah its nothing normal like that. As i said… the bake works fine with bake what u see mode. Plus … this problem happens all over the map including indoor environments… plus if i start messing with “r.PathTracing.LightGridMaxCount” it typically changes where the black areas are… same if i start changing attenutation radius of lights in the scene…

Theres no formular to make it happen… i just think it cant handle all the lights .

Just downloaded the updated 4.27.2 update. Seems like it fixed a lot of those black spot problems on wall… (the boxes.) The terrain is still broken though.

Also it introduced some subtle problems in other areas like the next screenshot… You can see a horrizontal box/ rectangle pattern. Just not totally black… just slight darker stripes on an area that is flat and should be lit like a flat wall or floor.

I still think you need to custom build .27 from source.
■■■■ thing is just not working for me off the launcher on 3 different pcs.
3080ti, 3090, or 1080…

i wouldnt know how to do that. Im not a programmer.

You don’t really need to be.
You just download the source, and the tools, and you build for a few hours the first time.

There’s actually a talk on the launcher about it - wanna guess why that talk is there? XD
Link: