Hello
I'm working on a new scene for my finals at Uni and I'm just having some problems when building my lighting,
It's seemed to always act this way and I can never really get around it, of course building in higher quality improves but the results are still extremely taken back from preview with dynamic lights, how can I capture the feel of the lighting in preview with baked lighting? Will it just be down to lightmap res? here are some screens so you can see;
I have reflection captures, and tweaked lightmass settings,
I've had this problem for quite a while
Any help or advice would be appreciated, thank you!
Preview -
https://imgur.com/4hEU3GPBuilt -
https://imgur.com/4hEU3GPLightmap density -
https://i.imgur.com/It8CrcM.jpgLightmass Settings -
https://i.gyazo.com/eeb0739c4e697ce0b06c5d609202ff5b.pngPreview-
Built
Lightmap Density
Thanks again
Replies
As for @jakemoyo, I've got InGame checked, appreciate the reply though Thanks again.
Stationary lights aren't that bad for performance because the cascade shadows are still based on a CSM lightmap, but you still want to keep an eye on your attenuation size because if I recall, meshes can only support 4 Stationary Lightmaps shadows at a time.
Stationary Point, Rect, and Spot lights don't contribute to CSM as that's purely a Directional Light thing. Static shadows from the Point, Rect, and Spot lights are stored in the lightmap, while Dynamic shadows from the Stationary lights are stored in 2 separate shadow maps.
The main difference you probably see between unbaked and baked is the missing analytical specular from the dynamic lights, like eCstatic said. Static lights can contribute to indirect specular in the form of a specular orb at the location of the light(which can be scaled or removed completely per light), but depending on your positioning and scale of Reflection Actors, the specular orb may not be projected as accurately.
I'd recommend baking on Medium. Preview is great for really quick ideas, but it's missing some elements like multi-bounces(I think? I honestly forgot, I haven't baked in Preview in a long time). You could modify the .ini file to bring some areas more in-line with Medium+, but in my case Medium with near-default settings is far better than Preview with higher quality settings for quick test bakes. Num Indirect Lighting Bounces is fine to leave at 100, but I'd lower the Num Sky Lighting Bounces as that is very time consuming and less likely to show a difference beyond ~5. Your bake time is increased by the super low density of Volumetric Lightmaps too and I believe the Maximum Memory for VLMs needs to be increased as you decrease the Detail Cell value