I’m working through getting ArchViz lightmap bake results.
Been combing through the various posts by koola, rafaeris, luoshang etc.
I’ve been getting these results - images below
UE4 renders below are using Directional Light, I get the same results with Skylight minus the clearer beam of direct light going into the rectangle room through the slits
Decided to do a comparison test with Arnold for Maya using the exact same mesh, but with Arnold’s Physical Sky system
UE4 Directional Light - the side walls that receive bounce light from the direct beam hitting the back wall, looks odd. The indirect influence is not aligned with the direct beam.
- seems that photons are getting stuck around the problem areas?
Arnold (Maya) Physical Sky - the side walls that receive bounce light from the direct beam hitting the back wall, looks more natural here. Settings - Diffuse ray depth of 10
UE4 Directional Light - The indirect influence is not aligned with the direct beam.
- another setup, same issue
Arnold (Maya) Physical Sky - besides the light color not matching, the indirect bounce looks more natural here. Settings - Diffuse ray depth of 10
My settings are;
NumHemisphereSamples=512 (reduces noise from skylight)
NumIrradianceCalculationPhotons=2048 (this doesn’t seem to change anything for me even when at default)
IndirectPhotonSearchDistance=240 (also tried 200, 180, 100, 50 - no difference)
Static Lighting Level Scale = 0.1
Num Indirect Lighting Bounces = 20
Indirect Lighting Quality = 10
Indirect Lighting Smoothness = 1.0
Compress lightmap - off
Static mesh lightmap resolution - tested with 128, 256, 512 (same results as above)
I’m aware that Ray tracing for UE4 is coming ‘soon’, but I’d like to be able to solve this issue with the current lightmass tech. Not all projects will be on Ray tracing yet. This is a very simple scene…so I don’t understand why I’m facing this issue.
I hope someone with more experience can chime in on this issue that I’m having, thanks.