Hello dear community,
this is my first post. I am looking for a solution to this issue online and trying out different settings for over a week now, but without success.
I am trying to create an enclosed room with a door that can be opened and closed by pressing the F key. So far so good.
Now I want
- the room to be completely dark when the door is closed.
- a movable shadow of the door on the floor and walls when I open and close the door (So far achieved with directional light set to movable)
- the sunlight to enter the room and illuminate the floor when the door opens
- the sunlight to reflect of the floor and walls and overall brighten the room when the door is slowly opened
Now I almost achieved what I want by setting the directional light to movable and Directional Light - Cascaded Shadow Maps - Num Dynamic Shadow Cascades to 4.
Cascaded Shadow Maps are set to 4 to remove the light bleed at the seams of the door.
Here with Num Dynamic Shadow Cascades to 3 (bleed) and 4 (no bleed)
](filedata/fetch?id=1842231&d=1607720609)Somehow my character and some materials still reflect light… But that is the furthest I got and I was almost happy with it…
I tried messing with Lightmass Importance Volume, Volumetric Lightmap Detail Cell Size, Post Process Volume, Directional Light, Static / Stationary / Movable / Walls and Light, Sky Light, Sky Sphere, Sphere Reflection Capture, Specified Cubemap… and maaaany more.
Now all I wanted to achieve was to illuminate / brighten the inside of the room when the door opens and have it completely dark when the door is closed.
You know, like a realistic room… So I tried with Dynamic Indirect Lighting and later also Ray Tracing.
Dynamic Indirect Lighting makes the room brighter but somehow it ignores walls when hit from the outside. Walls will illuminate and glow when hit by direct lighting when indirect lighting is enabled. Somehow the light passes through the walls and makes the walls themselfes brighter. You can see this in the following picture where the directional light is behind the walls (static, movable does not matter)
https://forums.unrealengine.com/core/image/gif;base64
When the movable directional light is infront, it almost works.
Please excuse that I switched materials multiple times between screenshots and that the floor material tiles (and walls) are not the same material (the white on the floor left to the building is just a different material).
So now I tried ray tracing which also does not work…
I see that many many people have this problem and ask in the forums but so far there is NO SOLUTION anywhere.
So please provide and example of how to do this. Only thing I can think of is to fake interior lighting by increasing the brightness of a hidden light inside the room when opening the door.
Please please please, there has to be a better way!
I really hope this thread does not die like all the other threads.
Thanks in advance,
greetings Escore.