Volume Lighting Samples missing

Use a couple of Lightmass Character Indirect Detail Volumes wherever necessary and see if they fix the problems you are having.

We currently working on a realtime garage configurator, so garage and it’s door will be created on runtime and be lit dynamicly. The Houses are static and light baked. The garage uses the volume light samples to get an overall ambient lighting, right?

The Problem: I have a dark spot on the garage door, obviously from some dark sampling from inside the house.

My idea was to scale down the scene (static lighting level scale) to get a more defined grid, but the vertical walls seem to be ignored by the sample generation. I would assume the lighting of the door would be much better if there were more samples from the walls of the house.

Do you know the problem? Is there a work around?

thanks

Hi ,

Volume Light Samples are only placed on horizontal surfaces. The first sample placement will be at 50 cm, with additional ones every 200 cm IIRC. This can be edited in the BaseLightmass.ini file, but it doesn’t handled vertical surfaces by placing a sample out from its surface. Adjusting the number of rows off a surface can be edited in this file as well. By default it’s set to 2. 1 for the initial sample at 50 and the second [x] units higher.

As Jacky suggested using the Lightmass Character Indirect Detail Volumes will place sample throughout the volume that are not predicated on a direct bounce from a surface.

Thank you!

Tim

AWESOME!!!
thank you!