I have been building this indoor enclosed game environment, so there is no sky light nor directional light. Most light are rect light and occasional point light. The game play call for the light to be on and off when needed. and big part of the environment is made with glass material. I found that the glass react differently to different light mobility.
under the material editor, this is how the material looks like :
This is how it looks like when light is set to be Static and high intensity :
which has the opacity and you can see the texture clearly
This is how it looks when the light is set to Static but low intensity :
here you can see the opacity but the texture is no longer visible
This is how it looks when the light is set to movable, and set to high intensity: the texture is still visible here
This is how it looks when the light is set to movable, and set to low intensity: the texture now hardly visible
what i want to achieve now is to have the environment light intensity low and yet preserve the glass texture.
and the only way i found how to achieve that is to pre-compute the light and adjust the global illumination when we need the light turn off. However, this method control a large volume instead of precise location within the environment.
so my question is how can i achieve preserving the glass texture and yet able to turn the light intensity high and low without the look of the glass being affected? what is the best approach??