Stationary Directional Light not lighting objects
Hi guys! As suggested, I have an issue with my meshes not catching light from the Stationary Directional Light. Here's what the scene looks like now
I searched around and checked some settings that might cause this problem. My meshes already have a second UV set and the Light map coordinate index are set to 1. The light map resolution is also increased to 128 to see if that would solve the problem.
However the UE4 mannequins are the only thing catching light. So I think it's safe to say the problem is probably with my material or mesh settings. But I'm not sure what!
Another thing I checked was my Engine Scalability options but they are all at Epic. (Also, my light bake quality is High)
I tried some debugging myself and turning off 'Cast Shadows' for the Light actually helped. It led me to check on my HDRI set-up. Which is a Editor Sphere with an Unlit material with emissive color but I could not find anything there that might cause this problem. There's also a Stationary Skylight in this level set to capture scene. I have also placed a lightmass importance volume in the scene.
If I add an additional point light, the light would work just fine but the directional light is still not lighting the scene properly.
And I am out of ideas! Please, if anyone has anything or need anymore information about the scene so as to better hone in on the problem, feel free to let me know. I have tried everything I can think of and it doesn't seem to be helping. Thank you in advance!
asked Jun 11 '17 at 09:48 AM in Rendering
First, check you auto exposure settings and make sure it is active. Try to decrease min brightness and check it again (This makes the camera to read more lighting data from the darker objects of the scene).
Secondly, try to increase the sky light intensity and see if it helps.
Thirdly, an issue I can see is that your scene components are so dark. It makes them to capture less light. In fact the darker an object is, more lighting data will be missed. So try to increase your scene components' brightness. To check how dark your scene components are, go to view mode > buffer visualization > base color. You can also check your scene histogram by typing 'ShowFlag.VisualizeHDR 1' inside the console command. More lighting data accumulated to the left, more lighting data are missing. The same thing goes for the right side. There is no any exact solution to the histogram (where its pointer should be), its a little advanced to learn how to work with histograms, but try to keep lighting data at the middle (inside an open scene). Always try to set scene components to be equally bright. Cuz you can then by playing with post processing settings get what you want from the scene. But if you set your scene components so dark, then post processing can't help you with getting correct lighting data from the scene.
I hope one of the mentioned issues can help you.
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