So I have 2 dynamic lights in my scene, which is a small space craft, I have one external, blueish and one warm interior. However, the warm interior light is casting odd shadows that make no sense.
OK, tried that (and thanks for replying btw ), basically the same problem, with the default settings I get no shadows, when I untick composite shadow channels so its just dynamic I get shadows that make no sense. Like below, the light is in the middle of the room, yet there is somehow a shadow across the 2 skeletal meshes. I'm trying to keep it simple, I'm just wanting to use dynamic lights, as its small environments.
Try Light-Toggleable or Moveable instead, from what I understood, you want 2 lights to interact with your assets? In which case, by using default lights, you can't.
Also, make sure you models cast double-sided shadows, so there is no leaking.
OK I've tried 2 sided lighting, ive tried point light toggleable, pointlight moveable etc, it unticks the dynamic shadows option, when i re-tick this the odd shadows come back, it even affects the lighting of the second cool exterior point light. I'm thinking at this point, is it more to do with the static mesh settings rather than the point light properties?
Also is CE3 much more simple to set up in terms of lighting a spaceship interior with dynamic light? Please can some one help with this as I cannot seem to get past this issue!!
Replies
and here are the light settings...:/
Also, make sure you models cast double-sided shadows, so there is no leaking.
Also is CE3 much more simple to set up in terms of lighting a spaceship interior with dynamic light? Please can some one help with this as I cannot seem to get past this issue!!
Thank you ACe, Chris Perr and Snefer