I’m sorry if this is a dumb question but I’m just started to work with Ue5 and have this very annoying problem.
As you can see the light is very grainy at the edges also shadows are very strange.
I will be grateful for any help.
I’m sorry if this is a dumb question but I’m just started to work with Ue5 and have this very annoying problem.
As you can see the light is very grainy at the edges also shadows are very strange.
I will be grateful for any help.
Use an actor lightsource, don’t try to light a scene with emissive surfaces unless they are huge (2x2+ meters)
Thank you for reply, actor lightsources have the same issue
Post a screenshot of how it looks with an actor lightsource
Here the scene with actor lightsourcers. But I notice that the closer I am to the light source, the less noticeable this effect is, but it’s still there.
In extremely long scenes like this, to some extent this is simply unavoidable. Generally speaking you can improve the result by ensuring you’re on Epic scalability for GI, ensuring that you have proper surface cache coverage and distance field representation for your meshes, and if necessary increasing the lumen scene distance in the post process volume.
Also you have way too many actor lightsources… piling up six in one spot is going to be terrible for performance. The lightsources on this column could all be replaced by a single light for example…
I’d also suggest you test in a scene that actually finished and has proper materials. I think you will find that the noise is going to be a lot less noticeable when you have high frequency detail in the scene.
Thank you very much for helping