Issues with static lighting and misplaced shadow
I swear, lighting will be the death of me. I've got my model set up and have switched to static lighting to make for higher quality and faster renders for when I export to video. After futzing with a bunch of options and methods, including creating lightmap UVs for my geometry that didn't previously exist and adjusting their resolutions so that they actually displayed shadows and textures instead of weird blocky artifacts. I'm still not quite there, though, and could use some help.
Right now, the shadows are mostly a proper resolution, but seem to be misplaced. I have a global light source, amplified by a skylight, and a lightmassportal at the window, as well as a lightmassimportancevolume applied to the area that the camera will go through. The sconces and recessed lights are simply emissive textures and do not contribute to the lighting of the area. Any ideas on how to fix the shadows, or - since I'm rendering a video anyways - should I just dispense with the static lighting and change the lights to movable?
asked Mar 16 '18 at 06:24 PM in Rendering
Ok, I had some time now... Your scene is not going to work like this! You have to break up all your walls into smaller pieces!! And your floor+ceiling too! Even if you'd set a 4096 res lightmap to your wall mesh a single wall surface would get only a few pixels of lighting information!
answered Mar 23 '18 at 07:06 PM
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