Hi
Following on and related to another thread I posted yesterday, I’m trying to set up my previous scene from scratch. However, I’m having some issues getting aspects of my lighting working correctly.
My original scene, which was a rendering environment given to us at our university, contains an inverted sky sphere, which encompasses everything, and has a simple emissive material applied, set to 0.1.
There’s also a SphereReflectionCapture. In my new scene, this appears to be doing nothing, and I’m not sure why. The original scene has a Specified Cubemap applied. I’m not sure where it was downloaded from, but I’ve exported it out and applied it in my new scene. In both scenes, I have an inverted bevelled cube with my character and lights inside. In the original, I can see the reflections appear and disappear on this cube if I toggle the SphereReflectionCapture on/off. Nothing happens in the new scene.
The inverted bevelled cube has a material applied, with a base colour, roughness set to 0.5, specular set to 0.5, and emissive at 0. No idea why, but that’s what’s in my original scene, so I replicated those.
Because the original scene was set up in UE4 I think, some settings are a bit different from the default in UE5. For instance, r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange is set to False in the DefaultEngine.ini in the original. I’ve set that, too. The PostProcessingVolume, under Exposure, has Min and Max Brightness set to 0.5. However, I’m still getting things going brighter and darker if I zoom in and away from my inverted cube. Things get brighter inside, and zooming away goes darker. I have the PPV scaled up and inside the cube, and I’ve tried having it encompass the cube from the outside. The same thing happens. But not in the original scene. I toggle it off in the original, and it goes brighter, no matter whether I zoom in or out. Likewise with it being darker when on. I’ve added a LightmassImportanceVolume, but that doesn’t appear to help either. Same with scaling it up or down. I’ve also noticed a weird hazy swimming-like effect inside the bevelled cube with the PPV on as well. As though there’s an aquarium/water reflecting on the surface.
I’ve switched back to Spot Lights now, but whilst setting up Directional Lights, I got a message saying: Multiple directional lights are competing to be the single one used for forward shading, translucent, water, or volumetric fog. Please adjust their ForwardShadingPriority. As a fallback, the main directional light will be selected based on the overall brightness. I have each light assigned a Lighting Channel, so I’m not sure why I was getting this message. Even though I’ve gone back to using Spot Lights, I’d love to know of a solution to this problem again for the future. ![]()
Thanks