After rendering, when in game mode with eye adaptation activated, I usually get light propagation problems on modular walls and other related meshes (properly uv’d) located in dark areas :
What would be the best way to deal with this issue ?
- increase the lpv bias mutlplier of those objets ?
- make a bigger mesh (less modular elements) ?
- add light importance volume in dark places ?
- increase the lightmap of those objects (it’s a thing I’d like to avoid to keep render times reasonnable)
Thanks a lot for any help !