this seems to randomly appear sometimes, and then again when I restart the editor sometimes it’s gone. I haven’t been able to find a fix for it though. The weird bloom only comes from the movable objects.
I haven’t yet found a way to disable the skylight in interiors, so they are very bright.
Another problem I am experiencing is this one:
This is with “Force no precomputed lighting” checked. But with static lighting it’s still there. Even more noticeable actually.
The cut off light between the tiles isn’t related to the textures. Also it doesn’t only happen with my custom tiles, but even with the standard-walls made by Epic, and on the example-map.
Maybe you have an idea how to fix some of the problems I’m having?
That’s not quite what I’m looking for. If I understand you correctly, I would still need to rebuild the complete lighting when moving or adding objects. In smaller levels this may work, but for an open world game, this would comsume massive amounts of time.
It happens with every object (including the ones made by Epic) if they are aren’t static. And I don’t think I set Dynamic Material Instance. The problem must be something else
Unfortunately (despite Epic building Fortnight oddly enough) there doesn’t seem to be much interest left in dynamic lighting solutions for things like a dynamic time of day. Unless this changes, and it well could, I’d… well I’m not sure UE4 would be right for you.
If I had to guess from just looking at the images, I’d say the blooming/odd color issue is being caused by unclamped colors in the materials and/or light functions. Perhaps posting an image of the material graph might help?
The lighting issue in the second set of images looks like it’s still using the light maps. When you enabled “Force No Precomputed Lighting” did you also rebuild the lighting so that it could get rid of all the maps that had already been rendered?
As for the skylight, at the time being, the only way to get shadowing indoors is to use pre-rendered shadows. This works well with static meshes and a dynamic sun light, but dynamic meshes will not cast skylight shadows. At least not yet.
Dev are still working on dynamic shadows for skylights using distance field AO and will hopefully be ready for the next release. https://forums.unrealengine.com/showthread.php?9265-Engine-News-6-11
I’ve had the wierd blooming lights in my current project. I believe it is a bug that has something to do with the number of objects you have in your level/scene. I was able to fix it for now by setting the r.Cache.LightingCacheDimension’ console variable to 128 in the ‘Engine/Config/consolevariables.ini’ file.
r.Cache.LightingCacheDimension=128 fixed it for the moment, hopefully it’s gone for good this time.
If I understand you all correctly, at the moment it is just not possible to get really good results from completely dynamic lighting. Let’s see whether or not Epic will change that in the future updates. Will this Distance field AO be completely dynamic?