Hello!
For the last month I’m trying to find any viable solution for the problem with how movable meshes are lit in .18
I’ve already posted this on answerhub, but maybe somebody could see this here too?
So, the problem itself is this - all movable meshes become lit with outside light (like Skylight), where they actually should be in the shadow.
It’s really easily reproducible - just build a simple map with bright outside light (the standart starting setup), and a shadowed nook, that will be lit only indirectly. Then build light with Volumetric Lightmap on and Detail Cell Size set to 200. You’ll see, that any movable mesh sitting on the floor or suspended near walls will be brightly lit. Mesh suspended away from floor or wall (about 100 units minimum), will be lit correctly.
Also don’t forget Lightmass Importance, and set Indirect and Sky Lighting bounces to be more than 1. Though that doesn’t seem to make any difference.
Default value of Volumetric Lightmap Detail Cell Size is 200, and that seems to be too big. If you set it to 10, everything starts to work as intended! But build times and memory consumed is a bit too crazy, for the scenes that are big and packed as they are.
So, what I want to know - is this how it is supposed to be, or something is wrong? Or am I forgetting something? Had anyone encountered that or had any problem like that?
For now, I’m using old Light Sample Method, since I don’t have that much computing power at my disposal.
Hello! I also encountered problems, I came to the conclusion that this is a non-working feature for games. Baking is mainly aimed at architectural visualizers, where there are no dynamic objects. Even at high values (for example, 5) I get artifacts in some places and I don’t know what can be done about it. Sadness.
It seems to me that it’s worth hiring a programmer to make me a custom render, global illumination, but not as realistic and expensive as lumen.