Light pops of based on camera distance and overlap
I have 3 overlapping stationary point lights and one skylight which is using cubemap to light up a movable mesh in a completely blank scene, after built the scene and lighting I realized when I move camera close to my object lights start to pop off, its working when I only have one light turned on, but after turning on 2d light the problem appears, also mention that for the purpose of the project I need to use a very low camera FOV, between 28 and 14 and I realized that also affects the issue. please help me how to resolve this. Im using PC spec as follow:
2* Intel Xeon 5620 processors nvidia Quadro 2000 Graphics 12 GB RAM DDR3 Win 10 64bit
This is likely caused by the bounds size of your mesh. As the camera distance increases (not sure how this works with Camera FOV since there is some magic there that I'm not 100% sure of), the shadows will decrease in quality as a LOD so that it's not as expensive. I wasn't able to get as clear an example as you have here, but I've attached a simple project with the head model we have from Content Examples. Can you recreate your lighting setup here and I can take a look and offer some tips that could probably help you sort some of this out for better results.
If you're not able to set it up there, then details about your entire lighting setup, properties changed, Location in the world, Scale of the actor in question, etc are really helpful here.
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