How to callibrate static lighting with movable objects?

SmartPolygon
Sun, 25 Mar 2018 16:10:43 +0000
Rendering

Finally I decided to post this question that has been bothering me for a while.
I’ve always had problems to equalize brightness of baked and movable/unbaked objects.
I’ve created already:

LightmassCharacterIndirectDetailVolume

LightmassImportanceVolume

LightmassPortals

PostProcessVolume

VolumetricLightmapDensityVolume

SkyLight

ReflectionCaptures

DirectionalLight as movable with realtime GI enabled, and light
propagation volume enabled as well

Distance field enabled on everything

So what else can I do?
When I crank up intensity of lights to brighten up movable objects, l get blown up highlights on lightmaps of static objects. It’s driving me nuts, I tried to somehow equalize it with GI bounces settings and GI intensity, but failed, since I can’t light properly the interior scenes if the GI is too low.
Here is how dark the movable objects are:

My proposals are:

give us two sliders of
“intensity/indirect lighting” to
“stationary lights” separately for
static and movable objects (that actually might look stupid)

inside of
“LightmassCharacterIndirectDetailVolume”
give the light intensity from static lighting slider and make it work with all movable objects (if it’s not already, not sure)

give us a checkbox “static/movable”
for post process volume, so we could
tweak the brightness/exposure
separately for static and movable
lighting

6 posts - 5 participants