How to callibrate static lighting with movable objects?

Finally I decided to post this question that has been bothering me for a while.
I’ve always had problems to equalize brightness of baked and movable/unbaked objects.
I’ve created already:

  • LightmassCharacterIndirectDetailVolume
  • LightmassImportanceVolume
  • LightmassPortals
  • PostProcessVolume
  • VolumetricLightmapDensityVolume
  • SkyLight
  • ReflectionCaptures
  • DirectionalLight as movable with realtime GI enabled, and light
    propagation volume enabled as well
  • Distance field enabled on everything

So what else can I do?
When I crank up intensity of lights to brighten up movable objects, l get blown up highlights on lightmaps of static objects. It’s driving me nuts, I tried to somehow equalize it with GI bounces settings and GI intensity, but failed, since I can’t light properly the interior scenes if the GI is too low.
Here is how dark the movable objects are:

My proposals are:

  • give us two sliders of
    “intensity/indirect lighting” to
    “stationary lights” separately for
    static and movable objects (that actually might look stupid)
  • inside of
    “LightmassCharacterIndirectDetailVolume”
    give the light intensity from static lighting slider and make it work with all movable objects (if it’s not already, not sure)
  • give us a checkbox “static/movable”
    for post process volume, so we could
    tweak the brightness/exposure
    separately for static and movable
    lighting
1 Like

Hi SmartPolygon

I had the same problem and solved it by changing some settings in the “Details > Lighting” panel of the mesh.
Disable the “Static Shadow” and enable the “Distance Field Indirect Shadow”.

I hope this is helping :slight_smile:

1 Like

Thanks, it worked!

Thanks bro! Health to you!

Had this problem for a week and finally I found the solution.
Thnx

OMG thank you!