LightmassImportanceVolume strangely affects tone and luminosity
I'm not really understanding how LightImportanceVolumes work.
I'm working on a part of a scene which is lit only by indirect lighting (the scene is basically an apartment room). Indirect lighting intensity of the source light is quite pushed here, which helps in seeing the problem I'm talking about, but the same issue is visible with standard intensity values.
The room (and only the room) is completely contained in a single Lightmass Importance Volume.
Building the lighting produces dramatically different results (both in tone and luminosity, and in the relative luminosity of different parts of the walls) moving the Lightmass Importance Volume of just few inches left or right (leaving exactly the same objects inside):
[given the context of the scene, the last one is the more likely one, by the way]
Why does this happen? According the only documentation I found about this this is not something I would expect:
The reddish color visible in the third image may be a diffuse effect from the floor, but why is not visible in the other images?
What am I doing wrong?
I'm currently using UnrealEngine 4.4.2 on OSX. The same issue applies to all the previous versions I tested.
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
answered Nov 13 '14 at 09:28 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here