I noticed that when baking static lighting and using Volumetric Lightmaps, the volumetric lightmaps are tied directly to the importance volumes.
I have this VERY large scene and want to separate these so I can get nice baked lighting on one side and volumetric lightmaps for characters on the other side.
In Area A I want the volumetric lightmap and really far away in Area B I dont want it there because it just too large and I would need to increase the memory brick size to way too big
The problem is in Area B the baked lighting and baked shadows look much worse. If I place an importance volume in Area B, it will calculate a volumetric lighting that expands the length of both with everything in between.
I tried placing a volumetric density volume and forcing it to the high mip of 3, but even that isn’t enough.
Just curious if Im overlooking something, or if there are any tricks around this? Thank you for your time!