Hello there Unreal community!
I’m having a bit of a problem grasping the ideal lighting set up and work flow for ArchVis. Currently I have a particular problem regarding static lights vs stationary. My static lights produce some really nice results, aside from needing to really crank up the light map resolution on some pieces. However, I’d be interested in taking advantage of stationary lights. Dynamic shadows provide a much crisper cast shadow with out being weighed down by several large light maps, and because of that I could use construction scripts that populate meshes (the wood boards, for example) rather than making larger modular pieces. It also will allow me to adjust intensity and color without having to rebuild every time, which would save me a lot of time on the projects I will be working on.
The problem I’m having with stationary lighting is that I get these really blurry and messy looking shadows (like ambient occlusion kind of shadows, not cast shadows) at the edges of most everything. I don’t have AO enabled in world settings, nor do I have a post process volume in the scene. For sake of ruling out any potential fumbling I did with settings I’ve made sure all settings for the lights and world settings have been set to default. I’m using one point light and one spotlight. No skylight, no directional light (many of my projects will end up being indoor lighting only).
I was hoping someone could point in the direction of what is generating these shadows and how I can fine tune it to be more proper like the static lighting, or if it’s even possible. The first image is from static lighting, the second is stationary.
Any help would be appreciated. Thank you.