Lighting Changes Upon Approaching Source
So I have an issue even after building the lighting it has an omni directional dispersion and no shadows but when closer it has shadows.
(I'm not referring to lenses flare)
When I'm standing a distance away from the lighting it looks like this.
When I approach the lighting source it looks like this.
Is there any reason as to why I am having these lighting issues ? is it something to do with the mesh not blocking out the light when at a distance ?
Cheers in advanced.
This is a bounds issue for the mesh that is occluding the light. Dynamic shadowing can be expensive to use with many lights. The engine optimizes this by not occluding shadows for point lights at larger distances. This is especially easy to see on point lights that are being occluded by something like the light fixture you have. To work around this you can try increasing the bounds scale of the light fixture to have proper shadow casting for this mesh. You can adjust this in the detail panel when you select the mesh. By default it'll be set to 1.0. Try increasing by smaller values until you get the furthest distance where you need it to be visible. For instance, 1.05, 1.1, 1.15, etc. Increasing the bounds keeps this mesh rendering longer than it may otherwise need to and shadow casting. If you do this for a lot of meshes you will hurt performance. An adjustment here or there probably won't be too costly. Just something to keep in mind.
answered Mar 11 '16 at 04:58 PM
Tim Hobson ♦♦ STAFF
If you mean the lens flares, you need to disable them in a post processing volume.
answered Mar 11 '16 at 12:26 AM
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