![]() Reduce the skylight’s number of bounces to 1 or 2.Reduce the number of bounces for the scene’s indirect lighting to 3 or 4 (to start).Click recapture in the skylight, far down its details.But before rebuilding light, do a few things to start testing: Uncheck “Force no precomputed lighting” to bring it back to baked lighting, and rebuild the lighting. I would go into more detail about what I read, but it probably wouldn’t be comprehensible to you currently. There’s shadow and light bias settings, also for directional light, that are specifically referenced in the docs as used to remove light leaking / bleeding. I think it comes down to testing some settings with respect to the volumetric lightmap, global illumination, and the skylight. Although, it could be retaining some aspects of baked lighting in the settings, yet not using lightmaps that were generated before the “Force” dynamic action. “Force no precomputed lighting” does change it to dynamic lighting. This definitely seems to be something with the lightmaps as it only happens with baked lighting… I did find a setting in world settings under lightmaps where I can “Force no precomputed lighting” and that solves everything, although I have this feeling all light are now handled as dynamic (correct me if I’m wrong) which is not good for my actual project performance. No lightmass importance volume for this testing scene. Bleeding still as bad as ever unfortunately. Setting this to 1 does indeed make a difference in that now it looks like it is actually using the UE4 generated lightmap instead of my Blender UV map. I assume this is the setting you mentioned. Further down in the panel under general settings (under the drop down arrow) there is “lightmap coordinate index”. In the mesh editor there is “source lightmap index” and " destination lightmap index, set to 0 and 1 respectively. To make things simpler I have recreated the cubic room out of one solid in Blender by extruding and combining faces.
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