I’ve been making a bunch of darker underground caves for this game. it consists of a lot of points lights obviously to illuminate the areas. There are torches and lanterns placed that cast a little light…but in the end i use many point lights with the shadows turned off to light up the room a hair more.
Eventually it starts doing a little number on my frame rate after there are tons of other things on the map…i watch my frame rate and the lights eat it up. lol
So does anyone have any pointers on lighting up an underground or mainly just completely interior area?? I’m just trying to find tricks that will help e save on resources.
Also you can change the lighting in the options menu from exponential to inverse falloff. I do a lot of renderings and its definitely something you should at least look at and understand to get the look you are looking for.
I put the link in the last post. Your lights should have no performance impact if you bake the lights and make sure the lights are static not stationary or dynamic. I’m doing a house with over 75 lights no impact on light other than memory. Change your type of light also.
Oooohhh ok very good. So when u bake lights what exactly is happening? ? And if my lights are set to static that just means they can’t move right?? Is that easier on the pc? Is all this in the details panel??
Thanks again!!
When you bake static lights all the lighting data is completely put into memory. Stationary lights all the data is in memory but you can still have real time shadows. Adds GPU resources. Then dynamic is fully realtime and movable. (A lot of GPU) I would use Static for most of the detail lighting and then for torches use sparingly stationary lights so the player casts shadows.