Lumen Overview with HWRT Off

Hello there,

Im working on a kind of art project in Unreal Engine, i’m new to UE and game dev in general. Im trying to wrap my head around Lumen a bit.

Im working on getting decent surface cache coverage and various other bits, one thing i’ve noticed is that the exposure / brightness is really increased with HWRT Off.

When i check the Lumen Overview, everything is transparent and looks messed up, is this normal for Lumen Overview and HWRT Off? I’ve attached pictures of both.

HWRT Off:

HWRT On:

Any help is appreciated.

Thanks

Software lumen relies heavily on mesh and global distance fields, this usually means levels need to be made using thick (20cm), water tight (not one sided), and not too concave (break up meshes if you need too), pieces of modular geometry using static meshes. Not everything needs to be perfectly represented with mesh distance fields, but the general level architecture should, walls, ceilings, floors, windows, etc, can all create a lot of issues if not represented well in the lumen scene with software lumen.

Thanks for taking the time reply.

So are you saying that the surface cache is only used in software ray tracing?

I have split the building into 3 levels (sliced through the middle of each corridoor) so that most of the walls and floors have surface cache, i have also set the wall thickness to be 50cm. I am still seeing this odd Lumen Overview in SWRT though, and the interior is still very bright. It seems to be the thicker i go on the walls the brighter it gets. Im now sure how i can test for light leaking?

There are still a decent amount of convex edges however there is a lot of coverage.

Thanks

Yeah the level meshes are simply too large and complex to work well with software Lumen, ideally the walls should be constructed using a modular set of simple meshes.