Hello , nice stuff like always.
I think the “Use Area Shadows for Stationary Light” works with the same limitations, it’s something you don’t mention because you don’t have to, but the main advantage of using Stationary is the blending between Static and Dynamic objetcs with the same shadow.
It’s btw my main problem with my map (SGC from Stargate), it’s a very tight place with many lights and I need a good blending between the player, dynamic objects and statics.
I use a little trick for the corridor for example, I place Static Lights and when I’m happy with the render, I divide by two the intensity and multiply the GI by two as well, duplicate all the concerned lights and put them in dynamic. This way I don’t use any channels for shadows and I still have nice dynamic shadows with dynamic objects.
However, this trick only work well with “bright” area, when it’s too dark, shadows are a little bit off, if you have a very dark area baked, you can’t darken a shadow from a movable unfortunately.
Something very important to know as well from the Stationary is, this light bake shadows only on Static Objects and dynamic shadows are only active on Dynamic Objects, you can’t have both, I really wish to have a way to use both in near distance (or a way to receive dynamic but cast static), in CS:GO Valve did that with the sun, the dynamic shadow is over the bake and with the distance the transition is pretty clean.
If you are curious about my work in progress
Ps : OBS shouldn’t do “parts”, but if you want to keep Shadowplay give a try to avidemux to stitch your videos