Hi, I’m making an archviz VR project, in which I use baked lighting. I have the problem that I need the door (which is a blueprint that allows me to open and close it) to be the same color as the wall, so that it blends in. However, when doing the lighting build, the door is in a very different tone from the wall, despite being made with the same material.
I found this post on the forum, which mainly indicates trying to avoid modular walls, which could help me avoid the tone change that is taking place next to the door. However, this does not avoid the problem that I am having since it is a dynamic blueprint, I cannot unify the assets of the door with that of the wall.
Is there any solution for this? Thank you so much!
It’s amazing what you can read on here.
Modular walls are GOOD for static lighting. You can tweak the lightmass params to cope with that.
It is possible to build blueprints with what looks like static lighting, but the method escapes me for the moment. But I do know that they are in the details panel of the door mesh!
PS the lightmap res on that main wall it too high, of course…
PPS: It could be this combo
Thank you ColockworkOcean! I´d apreciate if you could tell me what lightmass params should I tweak in order to make static lighting look fine with modular walls. I´ll search for how to make blueprints to look like static lighting.
Thank you for your answer!
PS I know, I only posted it to show that it wasn´t low, because I thought that maybe people would tell me to look at that.
PPS: I tried that combo but it didn´t work
I noted down how to get the walls right ( because I could never remember )
– Joining walls
Do you have a importance volume around everything?
In the lightmass settings indirect lighting scale to 0.1-0.15 and 0.6 for smoothness.
– Moveable objects
Lowering the Volumetric Lightmap Detail Cell size under lightmass settings.
The default is 200 ( which is in centimeters ), so with that you get lighting information on movable objects only every 2 meters!
If you go low enough, you’ll have the same quality lighting on everything, including the movable objects too.
I was quoting from @anonymous_user_f26c856c1 there -