Hello everybody,
as the search did not yield any results or I might have overlooked them here goes my question:
I am using an animated image sequence as an emissive material. It seems like at parts where the Material itself is not visible it´s effects on the surrounding is approximated. You can see in the front left that every light bar illuminates the wall correctly with a small light cone whilst in the back all these small light stripe´s illumination is merged to a blob and also delayed so that it comes across a flicker instead of a moving light.
Check the lumen debug view under lit, that’s what lumen is going to be working off of outside of screen space. There’s also a checkbox on static mesh actors for emissive light source that helps a bit for emissive lights outside of screen space.
A great many thanks for your quick reply
Unfortunately the Lumen debug view does not seem to show any additional info in the editor aside of a snapshot of the lumen lighting situation of the game mode when I exit it.
As for setting the static meshes to “emissive light source” I had that active already.
With the debug view you can see lumen is only working with a really simplified version on the material (it might not even be animated). What you can do is use a GIreplace node or ray tracing quality replace node within the material to have the lumen scene use a solid emissive material and you won’t get the flickering.
Thanks again for your quick reply especially because the “GI-Replace node” was new to me. As from the explainer video below it seems more like a workaround to replace GI on a specific model with another material and thus less fitting for my needs. But I will give it a try regardless:
As for the “ray tracing quality replaced node” I found the following documentation and will try that as well: