today I installed 4.18.0 to test the new lighting features. I´m running into various problems with Volumetric Lightmap samples. First of all if you look at the first image I attached. The sphere and cube on the left are dynamic. You´ll notice there are regions where no volume samples are placed at all. In these regions dynamic objects become partial white (outside environment color). I tried various settings for “cell size” and “maximum brick memory limit” without success. Also “Lightmass character indirect detail volume” seems to have no effect on the new method. The second problem occurs in regions where samples actually are placed close to the ceiling or walls. But those samples again receive the outside environment color. See the area on the ceiling I markes red in the first image. In these regions objects will get a wrong lighting, too. It seems that I have to dramatically decrease the cell size to get a half decent lighting for dynamic objects(disregarding problem one). So low that it doesn´t make any sense in terms of performance.
So I switched back to the old method “sparse volume lightin samples”. Of course the shading is not as good as the new one. But even with a much lower resolution I get correct light on samples near the cailing and walls. But this method doesn´t seem to work at all. Look at screenshot 2 I attached. Both dynamic object just stay white and the samples seem to have no effect.