Light Leaks
Hi friends,
So until now we had two different situations that required different approach to tackle them -
Situation 1 - Using only skylight with HDRI as cube map to lit the interiors
We face problem of light splotches on the walls which are not coming in direct of first bounce. But fortunately community members were able to provide easy solution to this problem through changing some values in Baselightmass.ini.
Solution - Increasing NumHemisphereSamples value to 512 () or NumHemisphereSamplesScale value to 128 (Koola) will get you the clean GI results without changing anything in Baselightmass.ini (Don't change both values together, they are the same values just on different location, Use either one of them but not both).
Lightmass Settings -
Static lighting scale = .1
Num indirect lighting bounces = 100
indirect lighting quality = 10
Indirect lighting smoothness = 1
Situation 2 - Using Point, Spot or mesh lights in conjunction with Skylight.
We face infamous problem of light leaks, Unfortunately there is no concrete solution provided as of yet.
Solution - Not provided as of now.
I have already lost three commercial projects due to problem of light leaks, because clients are referring to Unreal Paris for quality and to achieve that I have to lower the “Static Lighting Level Scale” between .1 to .4 and on those values putting spot light or point light ruins the whole scene. I have managed to put out some decent work form Unreal lately by playing with BaseLightmass.ini, but still there is so much to learn.
@ - Critically need solution to problem of light leaks. @ and @Koola already have overcome this in there scenes (So solution is already there somewhere in BaseLightmass.ini, UV workflow or anything else).
@ - You are free to investigate problems on developer level or implementing new things, but meanwhile Kindly tell us the workflow to remove these light leaks.
Meanwhile I have also found something very interesting while experimenting with BaseLightmass.ini file (On same uploaded scene) -
Static lighting scale = .1
Num indirect lighting bounces = 100
indirect lighting quality = 4
Indirect lighting smoothness = 1
Values Changed in Baselightmass.ini
IndirectPhotonEmitConeAngle = 2
NumHemisphereSamples = 512
Lightmass Resolution of walls - 256
Lighgtmass Resolution Roof and Floor = 1024
On Medium Preset
Render Time = 19 Mins on single i7-4930K Overclocked at 4.6 GHz
Here are the results -
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Same scene Rendered without changing [COLOR=#800080]IndirectPhotonEmitConeAngle = 2 (Keeping it on default value i.e 30), all other settings are same ([COLOR=#800080]Render Time = 19 Mins).
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I am loosing some indirect lighting while using [COLOR=#800080]IndirectPhotonEmitConeAngle = 2, other then that I don’t see any mojor differnce. May be I am 100 % wrong on this approach, but who knows.
- Don’t know what I am doing here, is this even a solution?
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