static lighing strange hue colorations
So I was rebuilding a mesh-showcase level and was wondering why certain meshes after a light rebuild (both production and preview) have a variety of different hue's. I then compared them to dynamic lighting.
Images say more than words: Static lighting - Lit
Static lighting - unlit
static lighting - detail lighting
static light - light only
dynamic lighting - lit
dynamic lighting - unlit
dynamic lighting - detail lighting
dynamic lighting - light only
So.. Whats going on with the static lighting that it does this?
Cheers! - Luos
asked Jan 27 '15 at 11:58 PM in Rendering
Hey Luos -
After some investigation, I can tell you that the light is actual behaving 100% accurately. This issue revolves around the color sampling down from your textures by the bounce light. Your textures are extremely close but there is a predominance of either yellow or red in certain meshes of your map and these are being magnified by the bouncing back and forth between the top, bottom and sides of your meshes.
There are actually a few things that can help fix this issue or at least mitigate the results. The first I can think of is to use only dynamic lighting and remove bounce lighting, use a non-shadow casting sky light to act as fill. Alternatively you can try to adjust the textures themselves to ensure the histogram of each is closer in nature, remembering that you will need to look at all you textures which make up any given texture (any overlays). Similarly you could also use only greyscale textures and use a multiplied color or a lerp color relationship using a greyscale texture as the base. This way you could ensure that no additional color information will effect the bounce lighting.
I know that this is not the answer you necessarily want, but you've done an amazing job with the pack so far that fixing this small component would help push it over the top.
answered Feb 10 '15 at 08:48 PM
Lovecraft_K ♦♦ STAFF
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