Strange rectangular lighting artifacts in large scene
I'm very new to lighting, but this seems like a pretty standard/simple setup to be having problems with. I'm lighting this hallway w/ 3 stationary point lights. What could be causing the rectangle artifacts?
One thing to note is that this hallway is pretty giant. Like, an airplane could fly through it easily. Could scale have anything to do with this? The floors and walls are standard floor and wall assets that come w/ UE4, just scaled up 10-20 times the normal size.
Maybe worth noting that areas only lit by sunlight are perfectly fine.
This is actually a side effect of using large point/spot lights. You start to get banding like this when scaling these to cover large areas. https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Lighting/6_1/
You can adjust the shadow bias to help but, in that, you lose accuracy of the shadow casting surfaces.
For something like this I wouldn't use real world scale and would just scale everything smaller so that you get better results. You can avoid the inaccuracies and have better control of the lighting this way. Point/Spot lights aren't meant for this large area shadow casting and you reduce performance implications that can come with having them this large too.
I hope this helps.
answered Jan 23 '17 at 03:57 PM
Tim Hobson ♦♦ STAFF
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