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Why so different result between static, stationary and movable lights?

Hi everyone!

I'm testing influence of the lights depending on their mobility (static, stationary, movable) at the base scene.

I understand their differences, but I do not understand why the visual result is so different. I turned off all the lights (including the sun, sphere, environment intensity in the world settings (= 0)), there is only Spot Light at the exterior of the window.

I'm attaching 3 screenshot after lightbuilding. Why screenshot with the static light hasn't stamp light and shadows? Why screenshot with movable hasn't indirect light? Why they are so different? Please, give me advice and some ideas.

[1]: /storage/temp/110121-screenshot_6.png

Product Version: UE 4.13
Tags:
screenshot_4.png (428.4 kB)
screenshot_5.png (562.4 kB)
screenshot_6.png (534.3 kB)
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asked Oct 08 '16 at 11:19 AM in Using UE4

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mifa
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Hi mifa,

Moveable lights do not have dynamic indirect lighting (Global Illumination) as default. There are a few ways you can do this currently in Unreal but it will require a bit of setup. Nvidias VXGI produces some really nice results but requires quite powerful hardware so probably isnt viable right now. Distance Field Global Illumination is probably what you want, and do use that you have to put in a Skylight, then in your project settings enable Mesh Distance Fields.

More info on that here - http://timhobsonue4.snappages.com/distance-field-global-illumination And here - https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html

The reason your static lighting might not be casting the correct shadows is a static light only casts on static objects. Those items in the scene might be set to either moveable or stationary and therefore cannot receive dynamic lighting.

There are people much more knowledgeable about this stuff so they might be able to provide more depth.

Thanks,

Razer313

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answered Oct 08 '16 at 11:47 AM

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Razer313
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