The buildings to the right receive direct lighting. Buildings to left receive first bounce of lighting (from right side)
Ground doesn’t get any meaningful amount of indirect lighting. From my understanding of how global illumination works, I would assume that ground will get indirect lighting from at least two bounces. From left side buildings and right side. But there is almost no lighting at all.
There is only one active light source. directional stationary light. I also increased amount of bounces to 7 in world settings.
As for Skylight… In that setup it really should work without SkyLight, object density is high enough, for GI from DL, to be enough light ground on scene.
I tried SkyLight, but it doesn’t give me desireabe effect, as it stacks with indirect lighting on right side buildings, and make the to bright.
Could you take this street into a new project, build the lights with default settings and see if it happens again? I’ve seen this kind of behaviour before where the lighting of the project went nuts for no reason but it worked in a new project.
Yeah don’t add a skylight yet, you have to figure out why the diffuse GI is busted first then add sky lighting. One lighting component at a time.
I’ve seen this happen before when something was wrong with the materials exported to Lightmass. You can visualize them with bVisualizeMaterialDiffuse under WorldSettings->Lightmass. Build lighting once more on preview and it will write out the material diffuse as seen by Lightmass. If the buildings have black, that’s the problem. Certain things like WorldPosition can’t be exported properly.
Another thing to check is that your skybox doesn’t cast shadows.
Thanks guys. It turned out to be pretty stupid issue.
I have blueprint which dynamically add static mesh components, and make houses out of it. But by default static mesh component is set to be movable (which is odd considering it is static mesh, but whatever). I didn’t realized it at first.
Changing all components to be static, solved the issue.
That is actually pretty clear. What was really misleading is the name of component. When I added static component, I assumed well, that everything will be static ;).
What would be helpful is to set mobility on static mesh component to be by default static.