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Why am I not getting any indirect lighting in my scene?


I created a mesh in blender of a small canyon with walls and a ground. I have brought the fbx into unreal, and added a directional light. When I build lighting, I am only seeing direct light. All shadows are pure black. I then added a sky light and built lighting again. Literally no change, still black. Since then, I have tried all settings, boosting intensity in the world settings, in the individual material, still no change.

Here's the interesting thing.... when I boost the indirect lighting intensity and build lighting, the CAMERA gets brighter and has ambient occlusion on the icon. However my scene itself is still black.

Any help? Much appreciated!

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asked Nov 14 '14 at 01:51 AM in Rendering

avatar image Amanzarak Nov 14 '14 at 01:56 AM

alt text

Here you can see the camera is lit, but the scene itself remains unchanged.

lighting_test.png (149.5 kB)
avatar image Jacky Nov 14 '14 at 02:15 AM

Do you have a lightmass importance volume covering the level?

avatar image Amanzarak Nov 14 '14 at 04:48 AM

I didn't at first, but I added one and sized it to cover the level. No change.

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SkyLight need Cubemap Texture or environment geometry with texture.

Direct Light only. alt text

Direct Light and SkyLight with Cubemap texture. alt text

Direct Light and SkyLight with textured Sphere alt text

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answered Nov 14 '14 at 09:38 AM

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avatar image Amanzarak Nov 14 '14 at 01:50 PM


Thanks! I did not realize that. However, I don't think that totally solves the problem. Even with just one directional light, global illumination should show that light bouncing down into my canyon geometry, especially if I boost the indirect lighting intensity. You can see that the camera icon in my scene reacts to the indirect lighting, but my geometry does not.

avatar image svv3dUDN Nov 17 '14 at 01:29 PM


Perhaps the problem is in the geometry of the canyon. When you build a lightmap you see error messages? If yes, what is the error? Do you have a secondary UV map of the canyon geometry? And also check direction of the normals.

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