Indirect lighting different behavior on movable actor
I modelled a simple room (only planes) with Blender, made a Lightmap and imported it in UE 4.10. I got massive light bleeds so I changed the model to one with thick walls. The light bleeds are gone but I have different behaviors of movable actors (player character) and indirect lighting inside this room.
There is one directional light (sun) and a Lightmass Importance Volume around both rooms. I checked the Indirect Lighting Cache through the Preview Shadow Indicators. The correct color information is in both rooms. The second room (with thick walls) has additional white Shadow Indicators on the roof. The first room hasn't. Is this the problem?
Are there any suggestion what could be the reason? Which one is the correct behavior? I would assume the first one but I am not very experienced in lighting with UE.
First room (planes):
Second room (thick walls):
As suggested by Tim I doubled the Volume Lighting Samples Placement. The actor is now lit half by the inner indirect lighting and half by the outer from the roof(?) when I change the actor to ILCQ Point it is fully lit by the inner indirect light but it depends on the player position. Sometimes it is lit from the outside, sometimes from the inside. With ILCQ Volume the player is lit half from the outside and half from the inside and there are strange light bleeds at the edges at the player.
Can you post a screenshot of your Volume Lighting Samples (Show > Visualize > Volume Lighting Samples) for each room?
It may be that you just need to adjust the Volume Lighting Samples placement to be more densely packed. This can be set in the World Settings > Lightmass > Volume Lighting Samples Placement. Using a lower value will place more samples to more accurately light the movable objects in indirectly lit areas.
answered Mar 25 '16 at 02:59 PM
Tim Hobson ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here