I’m separating my apartment project into 2 different levels using level streaming. One will be the living area and as you walk down the corridor it will load in the bedroom areas. I have set it all up so but when i build the lighting in one of the levels it comes out okay ish but i notice its has lower res shadows, some artefacts creeping through where it didn’t before and the quality overall just looks lower (See examples below)
Building before as one single level :
Building after splitting into two levels :
There’s a big difference in the quality.
I have all the settings set to high. The baselight.ini file has high settings which are the same as when it built correctly. The lighting quality is set to production. The scalability settings are at their highest yet it comes out different.
I’m using GPU to build the lighting and i notice that before i separated the project into two levels it would build the main umap and as it would build i would see it calculating the number of indirect lighting bounces at 20. When i build one of the levels now it’s calculating 3 bounces i think. Is there something i’m missing in the settings?
I had to duplicate the original Umap and work within that. It only worked if i duplicated. If i created a new level and copied stuff over it wouldn’t work.