#yes as you said there is a light overlap

1 messages · Page 1 of 1 (latest)

normal trench
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Quite simple, don't overlap shadow-casting mixed lights

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Note that the scene view for UV overlap is only valid if you baked that scene last in the current editor session, otherwise it might not reveal any errors

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these blobs of light seem to be coming from nowhere at all which leads me to suspect lightmap UV overlap

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You may also be running into realtime light limits from having too many realtime or mixed lights with overlapping ranges

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Which is separate issue from "light overlap" that occurs when baking

wicked current
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The reason there is UV overlapping is because I bake in very low quality
As far as I understand the lights should not overlap but it is difficult to do this with point light If I use spot light or area light I cannot illuminate the ceiling 🤓

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actually I only want to bake the shadow but when the light overlaps it bakes the light so such an error may occur.

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thank you for your help it was a great help in identifying the problem.

normal trench
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UV overlap caused by a light bleed from a low resolution is not a big problem, assuming your meshes do have valid lightmap UVs / lightmap UV generation enabled so you don't like extreme overlaps or repeated lighting

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Since mixed lights are both realtime and baked, they are subject to limitations of both, including pixel light limits
The flicker should be pretty noticeable when hitting that limit, but here's more info about it just in case https://www.youtube.com/watch?v=y_vw-jzuNs0

wicked current
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I dont have a problem with pixel light limits. What I just dont understand is how the light in the next room overlaps with the light in another room even though there are 2 layers of mesh in between

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I do not encounter any problems when I reduce the range of the lights

normal trench
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Their cones/ranges cannot cross, whether there's something in the way or not

wicked current
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this sounds so ridiculous