I have a couple of questions concerning lighting, lightmass etc…
Currently I am doing a little research project, trying to get to a state where I can setup and “render” a scene with a photorealistic quality…
Using Koolas approach with indirect lighting via reflectors, a sun light, together with atmopshereric Fog and exponential height fog I have set up my scene to look “nice enough for the moment”.
BUT, as you can see in the screenshot, I get this weird “shading” in some corners and am wondering what is going on?!
One of the factors that I have discovered is obviously the LightMap Resolution… In the first screenshot the Lightmap Resolution is 1024, which is I believe insanely high… in the other it is 128, which i think is also quite high… But in both it is not optimal …
So two questions:
Where do these Shading spots in the corners come from ?
And how can I get rid of them?
Each wall is a seperate object with proper UVs (screenshot 3 is the right wall for example)
Lighting is as said Spotlight hitting on Reflector, Sunlight coming through room, Sky Light, AtmoFog and Exponetial HeightFog outside…
Lightmass Settings are standard except for 5 Indirect bounces instead of 3
Scalability quality is set to maximum…
JayCox of on3studio