#Weird wall shading
1 messages · Page 1 of 1 (latest)
99.99% sure it's this.
It can be fixed by having an "outer" geometry to fake thick wall and block external lighting.
why is this happening
i modelled it correctly
is it a unity issue
should i switch to unreal (but my pc sucks)
also can i make it look like this in unity (its a render in blender cycles)
It's a rasterized shadow rendering issue
Blender's Eevee has the same issue for the same reasons, and I'd guess Unreal likely has it as well
Like Remy says, block the light outside of the room with additional geometry
Cycles is a path tracing renderer, so no realtime game engine can truly replicate its results (except HDRP's path tracing, but arguably that isn't "realtime")
Your first option is baked lighting, as it is performant and also uses path tracing
Though since it's precomputed, it can't handle specular reflections so those would have to be approximated with reflection probes
Your second option is HDRP's realtime ray traced reflections and RTGI, which can get very close to the target, but with neither very high performance or quality
it is common in any rasterized rendering
unreal will have it too
except for VSM, but you said your pc sucks, so it can't handle it
What is a vsm?