Lumen results in blotchy indirect lighting.

I have a simple house scene with a few Megascan assets as set dressing. Two decently-sized windows are letting in light from a directional light. However, the bounce lighting within the room looks horrid.

To provide some context that may or may not be relevant, I’m making a game in the style of Marble Blast but with photoreal graphics. I found that the best way to accurately simulate the marble without physics issues was to leave the marble at approximately 1 meter in diameter and scale up the rest of the world by 100x. So the room is gigantic in UE units, probably something like 20000 x 20000 units. Again, I’m not sure if that’s relevant, but if it is I wanted to put it out there.

I’ve checked the Lumen scene, and everything looks fine there. Any ideas on what might be causing this?

Thanks!

Does your PC meet the Hardware and Software Specifications for Unreal Engine | Unreal Engine 5.0 Documentation?

If it does, you may need to increase the graphical settings for your game. If that doesn’t solve it, try to increase the Lumen samples.

Hey Elias! My PC definitely meets the specs needed for UE. As far as increasing the graphical settings, how do I do that?

Also, regarding Lumen samples, I actually did play with them, and it doesn’t seem like they change the quality one way or the other. Turning them all the way down to 1 or bringing them up to 100 doesn’t impact the visuals or even performance at all which seems strange to me.

Have a look at this to make sure it is on at least high:

Okay, I checked and it actually defaulted to Epic quality so I don’t think that’s causing the problem. I also tried it in Cinematic quality and it didn’t change anything.

Have you encountered anything like this before?

I faced that problem before
I was using a single light in dark place
I think u need to add more light to that place
And that problem is mainly in 5.0 version
They improved the lumen in 5.1 but still it have same issue but hardly noticeable

In ur case try to adjust sky light
I am not a pro in unreal engine
But I think this will work

@Kunal.Sni I tried that, and unfortunately it did not work either. Thanks for the suggestion though! It seems like this is just an issue that will have to be resolved with future versions of the engine.

If anyone has any other ideas, I’m still looking for a solution!

After some experimentation, I think the blotchy lighting is, in fact, because the scene is scaled so large. Shrinking the scene down to realistic unit scale resulted in clean indirect lighting. Unfortunately I just don’t think Lumen is designed to handle bounce lighting on such a huge scale.

I think you need to check your lumen settings and nanite/mesh settings too.
You are right that the scale of your actors is causing the problem, but that is because lumen works with Mesh Distant Fields and NOT Actors distant fields. Since your meshes are scaled 100x lumen is still using MDF of your 1x mesh. So first i would try making your walls/ceiling 100x larger and not scale them. If that doesn’t help, also check in your project settings the Distance Field Voxel Density value. changing this will recalculate all of your distance fields so it would be better to make a test map with only 1 test room.
Then check in the mesh editor the distance fields values of your meshes too.

You should definetely read this Lumen Global ilumination and this Mesh Distance Fields

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