Light Bleeding Through

Hi,
So I’m trying to build a basement under my already built world. The problem is that the lights from above are bleeding through some of the walls and ceilings. Sometimes this effect is more pronounced when standing a certain distance from the walls. I’m not really sure how to fix this. Any ideas would be greatly appreciated!

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I have a similar setup ( basement type thing ). The easiest way, is just to surround the basement with large cubes! :smiley:

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Hey @ClockworkOcean!

That worked! Thank you!

Also out of curiosity, since you said you’re working on a basement-type thing, what’s the best lighting method to use because every online tutorial I’ve found uses exterior lighting or sunlight coming through windows to light up an interior. All of the ways I’ve tried using lights just doesn’t seem to light the room up enough. I don’t know if I’m using too few lights or the settings are off.

I just used point lights, actually :slight_smile:

Mine was a real ‘bunker’ kind of scenario, so no daylight getting in.

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You might get better results using several smaller meshes. We had lightbleeding from big meshes. Maybe it has something to do with the number of meshcards but I’m not sure.

Hey @ClockworkOcean!
So I added a bunch of moveable point lights and it’s dropping my fps down to 60 and sometimes to 40ish in the editor. Is this normal or is there a way to better optimize my lights? What is a normal framerate to have in the editor? Because getting rid of all of the lights in my scene only brings my fps to about 80 - 90. So is there anything else I should look out for?

@Zapking9224 :slight_smile:

If you’re getting 80-90 normally, then 30-40 is not ok.

You should be able to add point lights without it really affecting the frame rate.

But… a lot of it has to do with

. How many
. Attenuation radius
. How close they are to each other
. Max distance fade range

@ClockworkOcean
So the only way I can get to a pretty stable 120 fps is if I remove all of the lights and emissives in the world. However, it will still bounce down to maybe 80 fps so I’m thinking the meshes have something to do with it as well. I’m just playing around in a copy of the level trying to figure out what’s causing the frame drops, but I’m really not sure. All of my static meshes are using nanite also which from what I was led to believe is supposed to help with performance. Is there anything about meshes that can cause these drops? Most of the meshes are just different-sized cubes with textures on them. There are maybe 30 meshes in the level that aren’t cubes but they’re relatively small.

So I have a few screenshots here showing some issues. In the first screenshot is just a sample level I have for testing my AI. I added a bunch of point lights to see at what point my fps drops. It took this many moveable lights this close to each other to bring it down to where it is at now. And it’s only when they’re really close to each other, otherwise, it’s pretty close to 120 fps. However, in my main level, which I’ve shown in three screenshots, shows a few point lights being used scattered around and when I start adding them in the basement section, even though they’re really small, it starts dropping the fps a bit. And adding more lights in the basement and also including a directional light makes the drops even more severe. The basement is below the landscape and is entered through the back barn. I don’t know if that’s helpful at all but I figured I’d throw that information out there.




Obviously the first shot is way too many point lights :slight_smile:

The second looks ok, but you could increase the radius.

I wouldn’t bother with Nanite unless the meshes are very high poly or you have a ridiculous number of them. Neither of which you have.

Generally speaking, that second shot, you can’t just flood the place with point lights, and would probably use the skylight to give some sort of background light.

I mean, in a real barn, you wouldn’t have a daylight type effect. You would have a background level of light coupled with actual sources of light, maybe one or two overhead, and some on the walls.