I’m facing a strange issue with baked lighting after upgrading my project from 5.4.4 to 5.6.1.
When working with either CPU or GPU Lightmass (doesn’t matter which), if the light’s mobility is set to static, the whole scene is looking really strange. However when using stationary lights, the lighting bakes correctly and looks great.
I’ve included screenshots, where the second image of of each diplay mode is the one with the broken static lights. It’s most noticeable in the Detail Lighting mode.
When I create a new project and use the same geometry from my level, static lights work perfectly fine… I also tried to recreate my materials in my old project, but that has no effect either. So it appears its not the geometry or the materials causing this. Even crazier is that I have one level which I made in 5.4 where static lights work perfectly, even now after upgrading. But in all newly created levels static lights don’t work.
Unfortunately I’m at my wits end, I really need the static fill lights, because stationary lights have this overlapping limitation. Is there anything I could do to get static lights back?
Dunno about the billboard, kinda looks like the artifacts you get in low lighting with GPULM when using the denoiser. You can try disabling the denoiser and baking.
With regard to the missing specular try resetting the viewport to defaults
Keep in mind, static lights have no direct specular response, which is why stationary will always look better. Their indirect specular only comes from reflection captures so any surface without reflection capture coverage (or SSR) will have no specular.
You can check if you have sufficient coverage by looking at the reflection viewmode.
I tried your suggestions but unfortunately they didn’t produce the desired result.
Disabling the denoiser creates artifacts, which only get removed when massively cranking up the lightmap resolutions and renderer quality. I am aiming for an “Outlast” look, so the lightmaps can’t be too highres, it’s not supposed to look super smooth, but rather dirty and grimy, just like the lightmaps in the first Outlast game. The weird artifacts in the detailed lighting viewmode however are not supposed to be there.
Then I tried your suggestion of resetting the viewport, which didn’t change anything.
I also checked the reflections viewmode and since I’m using quite a few reflection captures, I don’t think it’s the reflections who are at fault. I’ve included some new screenshots.
I also tried to replace my current projects config files with that of a new, fine working one, but that didn’t help either. Is there anything else I could try?