I've been trying out some RTX GI in an environment i'm working on, for the most part it looks really good, but on some specific meshes (walls and roofs) they're being completely lit up, unlike the other side of the room which looks fine. Below in the images you can see the wall in the first one being lit completely different to the adjecent wall/roof. And in the second the roof is inaccurate. I have already tried different lightmap resolutions, adding thicker geometry to walls etc.
My lighting setup is just one directional light using RTX indirect lighting.
I was wondering if anyone knows what could be causing this?
Thanks in advance, I aoreciate any help with this
Replies
This its the scene with indirect lighting turned off:
And this is the light angle: (Pointing towards the back right hand side of the room from above)
And here's the Normal pass, which to me doesn't seem to have any glaring issues
Your one lacks the shadow detail in indirect lighting, and also the noise. It almost looks like you don't have some ray tracing setting enabled. GI always gives me some noise even on higher sample count (2 bounces and 5 samples in this case). It isn't this much visible on textured assets though. I still don't have much idea about whats going on in your scene. If you want, I can take a look at your project file.
For anyone having the same issue:
Change skylight from movable to static. Not sure why that helps but it does.