Lighting problem

Try adding static mesh as whole as much as possible. if you have one wall with same material. then why you have two part of the same wall. And Try increasing Light Map Resolution.

Help! i’m having a really weird problem when i build my lights.
I built a large cathedral, composed of multiple instances of repeated objects (Floor/walls/gallery/etc).
All objects are static meshes at the moment, and i only have a directional light and a SkyLight, but i’m receiving weird light iterations on what’s supposedly the same mesh.

Are the meshes lined up exactly? Try looking at the coordintes.

I’m having a lot of light bleed on some areas where there should’nt be that much light, any ideas? should i lower the indirect light intensity?

I’m using an HDRI backdrop, with a HDRI i got from hdrihaven.
I don’t know why some specific meshes, such as the one on the left is turning with an orange tint.

I ended up increasing the roughness value of the material, and deleting all the meshes, then replacing them with scaled up versions of it, and apparently that fixed the issue, now i’m fighting against the build light to achieve a good look, next issue to take on is with the stained glasses. Thanks guys

Too much light inside is always caused by skylight. What are settings?

Probably the HRDI, it’s affecting the skylight.

I switched to a skylight, and baked again, now, this is quite a persisten problem.
All this 3 static meshes are the same, and all 3 present different lighting bake.

Same thing here

What quality do you want to achieve?
Unreal calculates lighting per object so if you have low lighting settings (lightmaps + lightmass) you’ll get a “random” lighting…
HDRI is just fine to light up a full scene but needs a bit of tuning…

Trouble is, skylights and baking are not good for indoor scenes. The job of the skylight is to get everywhere, and it will, even indoors.

Two solutions:

  1. Reduce skylight intensity to something less than .25

  2. Make the skylight moveable. Then you will get proper darkness inside.

If you’re on that tight a schedule why not switch to dynamic lighting? Do they care?

It’s for the roockies, the contest.

I have only 2 days to deliver, and i’d like as photoreal as i could get in that time.
Problem is, this is my first time really using unreal, so i;m running into lots of problems and fixing constantly.

I’m sorry but I doubt you will be done in 2 days! :S
BUT for a start!
Archviz settings in Lightmass:
0.1 scale
10 for both bounces
4-10 quality
0.6 smoothness
Most of your lightmaps should be above 256, walls 512-2048!!

And it’s only a camera movement showcasing the level design as if it were archviz. I’m starting to think i should go with dynamic and leave this headache for another time.

Thanks, what do you think about going fully dynamic and ignore all the baking time?

As far as I know dynamic lights don’t produce GI!! If you’re good at faking GI with dynamic lights sure: go with it!

Ok, no one said you can’t use dynamic lighting then…