Hey guys, just a quick lighting question.
I’m working on a project with fully procedural rooms and fully dynamic lighting (lightmass is turned off). I would like some rooms to be well lit, and some rooms to be very very dark.
The problem seems to be I’m unable to have very very dark rooms if I use a skylight. (I was going to use light channels as a solution until I found out that you can’t use them with skylights, other people seem to have a similar problem with caves).
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/112524-lighting-channels-for-sky-light
My options seem to be -
- Put point lights EVERYWHERE (if I have no skylight and no lightmass it seems very hard to get corners etc lit).
- Use streaming levels for the different rooms, which will be extremely fiddly to the point of unusable in my situation, seeing as there is a lot of rooms and they are all dynamically generated etc…
- Use VXGI, which I would love to and is perfect for my game (small dynamic rooms), but I’m on version 4.20 and it has no sign of being updated by NVidia for almost 6 months (assuming they have moved to to ray tracing).
Am I missing something? Is it really this hard to have different “base” light levels in a dynamic level? I’m open to any suggestions at this point have spent 20+ hours on this issue.
Thanks.
Edit: also looked into LPVs quite a bit, but apparently these haven’t been fully supported for years and seem to be buggy with newer materials etc.