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Directional Light - baking issue?

Hello Rendering Pro's!

On my way to lightbuild our maps, i figured that directional sunlight seems not to work as it should to be and now i'm kinda stuck in a deep rabbit hole between testing the hell out of it and reading through hundreds of tutorials for GI in UE4.

I created a test room setup to figure out why i can't see the directional light in an proper way:

Test setup:

  • One room with windows, UV Lightmap with 512 resolution, shadow option: two sided, simple dark grey material, one sided.

  • One Lightmass volume

  • One directional light with option "use lightmass" on. No other options changed, just the bare Directional Light.

  • Post Process volume for tweaking lightmass

First, it looks like the directional light is doing its job without GI (Picture 1)

Lightmap UV, seems ok (just rough Auto-UV) (Picture 2)

Result, the GI seems to do something but the sunlight is not baked into the UV's + weird results (production settings) (Picture 3)

Any hint or idea what i either forgot or doing wrong during the process of this simple task?

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Product Version: UE 4.12
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asked Aug 31 '16 at 10:41 PM in Rendering

avatar image

Kajisan
51 3 8 13

avatar image Kajisan Sep 01 '16 at 01:48 PM

Ok, i figured something and this is utterly weird. I can't light-bake an directional light that is inside a sub-level. Is this a bug or a feature?

Since our current production is split into different workgroups, i am working on sub-levels for level design while the programmers are working inside the persistent root level. Since i'm not touching the Main (persistent) level, how can i circumvent this behavior?

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