#graveyard zone
1 messages · Page 1 of 1 (latest)
Okay I am guessing that there is some strange culling happening with your geometry, possibly for performance reasons
I have not troubleshot this kind of thing before but I can offer some more general advice
First, try to use baked lighting instead of realtime. This will prevent realtime light computation like what I see here
The second would be to use a single mesh for your walls and room geometry instead of many little ones
ok
The lighting generally doesn't look physically correct if you look at all the shading and it's probably because of the limitations of realtime lighting (no bounce lighting and no high-quality shadows as you get with lightmaps)
Sorry i found the problem
I have to go, but I hope this gives you some direction on where to go. Lots of tutorials on this on YouTube-- very recently: https://www.youtube.com/watch?v=DlxuvvYZO4Q
Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.
00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...
I though that is was using a certain render pipeline asset, and was changing the per object limit on that pipeline, but it turns out that when i start my game, it sets it to the high pipeline asset, and not the low pipeline, that i was editing.
Ah! So it was what I was initially suggesting?
Okay nice, another one healed!