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