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Lighting issues + questions

Hello there, I am presently having some issues with lighting in my little project, but perhaps pictures will better explain.

Now as you can see here the sphere actor I have in the scene is lit up like the sun, it's bottom half is how it is meant to be lit, I've found that when it goes beyond a certain height in the room it will light up like that.

As you can see in this picture I have moved the actor down a bit and it doesn't light up any more, I have tried several things in attempt to remedy this but I cannot for the life of me find a fix. The main thing I tried was setting all the lights in the area from static, to stationary, and then to movable, each one having the same effect with the exception of static.

Static lighting as you can see in this picture makes all of the static objects recieve no lighting it also takes out the specular reflections off of my characters arm models, I have no idea why this is.

So with those images there you can see that I'm having issues with the actor lighting up, it also has a similiar effect on my characters arm models except they don't glow as brightly, can someone please help me with this as it is highly annoying, also if someone could explain why the static lights don't affect the static meshes that would be very helpful, I've taken a gander at the documentation and I sort of have an understanding of the different light modes. with the exception of when a little red X pops up on the lights when using stationary lighting.

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asked Jan 02 '15 at 06:16 AM in Rendering

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Recker
51 10 12 17

avatar image Wallhalla Jan 15 '15 at 09:27 PM

hey there, sorry for the delay...

you wrote: "I have tried several things, firstly I deleted every single lightsource and then rebuilt the lighting and the problem was still present."

that means that even without you lightsources within your picture there is still lighting from somewhere?

avatar image Recker Jan 16 '15 at 08:35 AM

So what I've done is deleted every light that was place in the level, it still glowed, so I tried deleting all of the post process sorta stuff, still the same. I tried deleting the level bsp, and it remained the, but interesting when I deleted every static mesh (of which there is only one static mesh but 67 instances of it) the lighting came good after a rebake, I could even put new light in and that would work. I have no idea why this is, the static mesh doesn't do anything at all.

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well i cant fully answer where the problem lies, because there are a few information missing about how you set up the lightsources, especially the 3 pic shows many lightobjects.

What exactly are you trying to do? First of all dont use static lights for lighting on movable objects, they are pre-calculated and "static" "not-changeable" or responding to any changes during runtime, i think that is why there is no specular (which is not precalculated) on you character mesh.

I would recommend enabling the lightobjects one by one and make them stationary, if they are not meant to moved in your "room".

What happens when you drag your sphere on the X,Z-Axis, does it still recieve lighting on upper half?

Could it be that a spotlight is affecting your sphere?

However, at first i would try, enabling and disabling every lightsource you have with the setting on your first picture, and see which light source is causing your "sun"-problem.

maybe this helps :)

kind regards

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answered Jan 02 '15 at 01:47 PM

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Wallhalla
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avatar image Recker Jan 07 '15 at 05:24 AM

Thank you for your reply.

I have tried several things, firstly I deleted every single lightsource and then rebuilt the lighting and the problem was still present. There is nothing in the material or actor specifying that emissive look over a certain height.

I have tried converting the lights to the different modes but if I use static lighting then all of my static meshes recieve no lighting even though they are set to static and do not move.

I have tried doing the one by one thing, but that had no effect as well.

When I move the actor below a certain height it seems to stop, but when I move it higher up that effect happens to each of the three meshes tied to the actor.

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