I believe there are a couple of few things going on. The variety of lighting (rect, emissive, direct, spot etc) in the levels amplifies the differences, it would be better to focus on a simple scene first with a single box and a single light. Lumen surface cache represents diffuse albedo so specular is merged in like this (non-Substrate path used by the test project):
DiffuseColor = BaseColor * (1 - Metallic);
SpecularColor = lerp(0.08 * Specular, BaseColor, Metallic);
EnvBRDFApproxFullyRough(DiffuseColor, SpecularColor);
...
DiffuseColor += SpecularColor;
There’s a comment in there that states:
The legacy path uses a different formulation for composition diffuse and specular color. This result in lighter albedoSo you should also test with Substrate enabled if you intend to use it in your project.
I found that by setting the specular and metallic properties of the materials to 0, that Lumen and Path Tracer providing much more similar energies, even with Lumen screen space traces enabled. Disabling Lumen screen space traces leads to much courser indirect lighting and darker AO because it’s just using the Surface Cache and probes. Also, the project I downloaded from the website defaulted to Shadow Maps instead of VSMs.
I do not recommend using the Lighting Only visualization for comparison. It doesn’t show the correct Static Lighting equivalent because it doesn’t replace the Materials/Textures. Also, there isn’t a direct Path Tracing comparison for that visualization.
In an effort to simplify the setup, I disabled the emissive rect, used a constant EV100 of 0.1, set specular and metallic to zero in the materials, and removed all geometry and lights except for a single CornellBox and rect light and was able to see closer results between Lumen and Path Tracing. The Light Mass results were darker and using more bounces and a slight boost got it closer to Path Tracing, but we don’t expect these methods to match completely given the scene representation differences, and the way the lighting information is stored and used.
[Image Removed]The main issue we are trying to address is that we are using a hybrid lighting setup, where Lumen and static lighting are used together.
How do you intend to use Lumen and static lighting together?
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