Why Light Source Pass Through Floor?
Hi! Have a look the screenshot first. The scene shown is the production quality lighting build + lightmass importance volume + 4 indirect lighting. They said it must be something to the mesh Min lightmap resolution, but mine is 64. Isn't enough? And lightmap resolution is 128.
It seems like the light pass through my room opaqueness and reflect on the wall. I change apply all the settings above and rebuild the lighting on production quality rendering.
I've read some of the documentation, but it didn't work well. Please help me with this lighting problem.
asked Nov 17 '18 at 10:14 AM in Rendering
I think you should read more about lighting in Unreal! First of all you don't need those extra lights: you can get away with a skylight and a sun... No, 64 lightmap resolution is not enough neither 128! ...usually in an archviz scene a vase would have a higher one! Think in pixels! Put a 64/128 res checker map on your mesh and you'll see how low res it is... This(ish) what you give Unreal to visualize all your lighting information! :S Impossible!
answered Nov 17 '18 at 03:26 PM
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