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How to callibrate static lighting with movable objects?

Finally I decided to post this question that has been bothering me for a while. I've always had problems to equalize brightness of baked and movable/unbaked objects. I've created already:

  • LightmassCharacterIndirectDetailVolume

  • LightmassImportanceVolume

  • LightmassPortals

  • PostProcessVolume

  • VolumetricLightmapDensityVolume

  • SkyLight

  • ReflectionCaptures

  • DirectionalLight as movable with realtime GI enabled, and light
    propagation volume enabled as well

  • Distance field enabled on everything

So what else can I do? When I crank up intensity of lights to brighten up movable objects, l get blown up highlights on lightmaps of static objects. It's driving me nuts, I tried to somehow equalize it with GI bounces settings and GI intensity, but failed, since I can't light properly the interior scenes if the GI is too low. Here is how dark the movable objects are: alt text

My proposals are:

  • give us two sliders of "intensity/indirect lighting" to "stationary lights" separately for static and movable objects (that actually might look stupid)

  • inside of "LightmassCharacterIndirectDetailVolume" give the light intensity from static lighting slider and make it work with all movable objects (if it's not already, not sure)

  • give us a checkbox "static/movable" for post process volume, so we could tweak the brightness/exposure separately for static and movable lighting

Product Version: UE 4.19
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asked Mar 25 '18 at 04:10 PM in Rendering

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SmartPolygon
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Hi SmartPolygon

I had the same problem and solved it by changing some settings in the "Details > Lighting" panel of the mesh. Disable the "Static Shadow" and enable the "Distance Field Indirect Shadow".

alt text

I hope this is helping :)

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answered Mar 31 '18 at 01:10 PM

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SiLiUSD
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avatar image SmartPolygon Mar 31 '18 at 04:23 PM

Thanks, it worked!

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