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Lighting all bright after Build Lighting

Hey, so:

this is how it looks before building light http://img5.fotos-hochladen.net/uploads/unbenannta6vs1if9mt.png

this is the same scene after the building. http://img5.fotos-hochladen.net/uploads/unbenanntzpx4u13sfv.png

do I have to have something like a a lightmap or some sort of extra texture?

the floor is a BSP geometry and the bench is premade from UE but why is it all bright? hm.

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asked Aug 15 '14 at 05:35 PM in Rendering

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avatar image Jacky Aug 15 '14 at 06:49 PM

Create a lightmass importance volume that covers the scene and it should fix. If not, increase the lightmap resolution of the bench afterwards.

avatar image Primo37 Aug 15 '14 at 07:12 PM

i added a lightmass importance volume that covers the scene, didnt fix it.

avatar image Primo37 Aug 15 '14 at 07:16 PM

if I check Force No Recomputed Lighting in the World Settings under Light... it works, and the bench doesnt shine bright.. but i need more infos on that? any idea

avatar image Jacky Aug 15 '14 at 07:28 PM

That option disables lightmaps and forces you to use dynamic lighting(no indirect lighting and more performance cost) Can you try with a directional light instead of that point light and see how it looks? Also, you havent change any options or made any modifications to that bench, right?

avatar image Primo37 Aug 15 '14 at 07:46 PM

i put up the ressolution times 3 nothing has changed, ill try the thing with the directional light, will report soon

avatar image Primo37 Aug 16 '14 at 08:26 AM

so with directional light it still wont work...

avatar image Jacky Aug 16 '14 at 08:50 AM

Is it happening only with that bench? Have you tried another static mesh?

avatar image Primo37 Aug 16 '14 at 09:17 AM

dude did you see the screenshots? it makes EVERYTHING bright :c dont care about the bench

avatar image Matt_Cooke Aug 18 '14 at 04:29 PM

How does the scene look when you view it using the 'detailed lighting' buffer rather than the default 'lit' buffer? Does it also look this way in both game mode and editor mode? The reason I ask, is that I have had issues with the different render buffers in the past that yielded similar looking results when I was running in editor view, as you are in the screenshot. Matt

avatar image Primo37 Aug 18 '14 at 05:12 PM

well in the editor detailed lighting only takes away to color ( you know what I mean) and ingame there is no change(obviously) for know im using the Force No Recomputed Lighting method, just disableing it helps for 80% of the time

avatar image Matt_Cooke Aug 18 '14 at 05:31 PM

Could you post an image of the detailed lighting buffer? There should be highlights and shadows, even if the lighting is overly bright. The image that you posted looks like there is no normal, highlight, or shadow information, which makes me suspicious that it is an issue with the frame buffer rather than the lighting. Does changing the camera exposure, or drastically changing the lights intensity, make a difference?

avatar image Matt_Cooke Aug 18 '14 at 05:57 PM

Those look fine and do not show the same problem as your initial post. Is there still an issue?

avatar image Primo37 Aug 18 '14 at 06:39 PM

well yeah i didnt build the light there, obviously it would have no effect because I only changed the lighting in the viewport^^ i dont understand what you want from me

avatar image Jacky Aug 18 '14 at 06:44 PM

Build the lights again and then take a screenshot of lighting buffer. Currently you are using dynamic lighting, which isnt solving your problem, you are just using another lighting method as i pointed out earlier.

If nothing works, do this:

  • Create a new project without starter content

  • Migrate those meshes into that project

  • Set your scene and build lights in the new project

  • If its still broken, zip and upload the project to dropbox or google drive so that we can take a look.

avatar image Matt_Cooke Aug 18 '14 at 08:50 PM

As Jacky says, I would like to see the problem scene (with the lighting built, just like it is in your initial post) via the detailed lighting buffer to help determine if it is a lighting issue or a problem with the frame buffer.

avatar image oculushut Nov 29 '14 at 11:33 AM

I may have a similar problem....here are some screenshots:

I am using 4.5.1.

  1. The white and orange meshes go bright when I rebuild my lighting. The white thing is just a plain Static Mesh. The orange thing is a set of Static Meshes within a Blueprint alt text

  2. Wireframe view alt text

  3. Lighting Only view alt text

  4. Detail Lighting view alt text

  5. Lightmap Density view alt text

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avatar image oculushut Nov 29 '14 at 11:41 AM
  1. If I shift the white box on any axis very slightly it will go dark immediately (i.e. create the lighting I expect). I.e. looks like it stops using lightmaps and switches to dynamic lighting (I also get the message to say that the lighting needs to be rebuilt at this point... alt text

  2. If I shift the orange box slightly like I did with the white one then it remains bright... alt text

  3. If I shift the orange box more to the left then it eventually goes dark (suddenly). It's as if something on the right is causing the lighting to mess up.
    alt text

  4. And here is what I see if I rebuild the lighting with the meshes in their new positions alt text

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9.jpg (36.1 kB)
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