Hey guys,
I was wondering if you could help me, I have a couple of blue lights in my scene but as soon as I add another the lighting gets completely blown out. I have no idea why, its fine with two lights but not three!
This is what it looks like with Lightmass baked with two of the blue lights -
But when I add a third in the middle it does this </3 -
The only other lights I have in the scene is a dominant directional light and a skylight. I have a series of lights in another part of the level but I dont see why they would be affecting anything. I also have a lightmass importance volume.
Any help would be amazing, thank you.
Replies
I changed them to point lights and got this -
Then I changed the radius so they were not overlapping and got this -
Also since clearing the cache over parts are going wrong!
I think my lightmass is super broken!
Remember that Index 1 in Unreal is Index 2 in Max.
It's a long shot, but these issues may be a problem with overlapping or dodgy lightmap UVs that aren't apparent until a light is hitting certain parts of the scene.
I think I will try reimporting everything in that room and see if it fixes it!
Thanks everyone for the suggestions!
*EDIT*
I have found my problem! I took out all my lights and the importance volume, then put the importance volume back in and just the three blue lights. Light mass baked fine. Added three more lights on the other side. Fine. Added the dominant directional and bam horrible weird lighting!
I have no idea why my dominant directional is doing that though...
Is there a better way to do this?
UDK is reading it as the primary light source and that's obviously conflicting with something.
I have come up with a work around though but just using three spot lights gets me this, which I am happy with -
Thanks for all the help guys, PC is awesome