Static Emissive Light Causes Blocky Shadows
I have a small indoor scene with a stationary lilght source and a moveable skylight. My looks great when i build my lighting. I want the interior outside of the windows, to be lit by the emissive lights on the ceiling. But the problem is that the static lighting is causing blocky shadows as if my lighting smoothness is not present. Is there a way to fix this, or do i have to resort to using pointlights instead of emissive static lighting?
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Since number of skylight bounces control the emissive bounce you should set it higher (10). You should also lay a lightmass portal covering the emissive surfaces. ...if the result is still "dirty" you will have to rise your indirect lighting quality! ps: lightmass portals (google is a good friend! ;)): https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/LightmassPortals
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Hi!
You should be able to light up a room only with emissive... Are you using lightmass portals? What is the number of bounces set for the skylight?
Skylight bounces is set to 1. What are lightmass portals though?