Everytime I use static lighting the shadows look like:
I can’t use Stationary light because I already have 4 of them in the scene
I have lightmass importance volume, the light res is at 128
What do I have to do to fix it?
Everytime I use static lighting the shadows look like:
I can’t use Stationary light because I already have 4 of them in the scene
I have lightmass importance volume, the light res is at 128
What do I have to do to fix it?
your lightmap resolution is too low
did you read what i wrote? lightmap resolution is at 128
press alt-0. the squares there are the lightmap pixels. your resolution is too low. you should be using 512+ for something like this.
You really should be using stationary lighting, not static. Unless this is for mobile? With stationary you could also use the IES lighting profiles to make the lighting look more interesting.
stationary lighting is only useful if you’re going to have movable objects. you also cant have more than 4 of them at a time affect the same place, which sucks for archvis.
you can use IES profiles for static lighting if you set the texture while in stationary mode then switch over to static. the area will be greyed out but they will still affect the lighting.
That is mostly wrong. Stationary lights have far more high quality lighting since the direct term is calculated dynamically, whereas with static lighting it’s completely static (even the specular term is encoded into lightmaps, it looks pretty poor). They also use distance field lightmaps which provice much better quality shadows. You can also have more than 4 stationary lights by just turning off the direct shadows. Pic above it should be perfectly doable to have the shadows on, the lights aren’t that close to each other.
Stationary has correct high quality dynamic specular and diffuse. Only shadows and indirect are baked.
I did not know about this.
I am curious, where can I go to read up more about this? How would I go about setting up a scene to test out the differences myself (I am a visual learner) ?
Also, since when was a dynamic calculation more high-quality than a baked calculation??
Dynamic calculations are more accurate for direct part because of resolution of baked calculation will usually be lot lower than texture(+detail texture) density. Also view dependant part like specular can’t be prebaked. For indirect part baking is much better still.