Big gap in volumetric lightmap
Hi, I am experimenting with the new volumetric lightmap feature. I turned my samples up to 100 (default is 200, decreasing the number increases the resolution). I'm getting a big empty spot in the middle of my test room where there are no samples, so movable objects receive the skylight without any occlusion.
By the way, I am using both a lightmass importance volume and a character detail lighting volume on this room.
Your samples probably overshoot the "Volumetric Lightmap Maximum Memory Mb" size, then the engine simply leaves out samples on arbitrary places (it guesses where they are unneeded the most) to push the memory consumption down under the threshold. Increase the number or increase the "Detail Cell Size" to thin out he samples and see if it helps.
answered Oct 13 '17 at 05:46 PM
I have the same problem. When upgrading from 4.17 to 4.18, samples are not placed where I need them, as if there is some "collision" in the way. What is more, static skylight produces no lightning on the floor (it used to light it ok in 4.17).
answered Nov 02 '17 at 09:43 AM
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