#Realtime Light Problem

1 messages · Page 1 of 1 (latest)

dreamy zephyr
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I have a scene with realtime lights. I baked global illumination without this scene won't light up. 2 same objects that placed in different places won't match up. How can i fix this problem?

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I don't use light probes. It breaks the scene.

hot elm
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Why do you think you must have baked light? Are you using baked light only in that room that changes? It is possible to use baked light scenarios there

dreamy zephyr
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I have lots of physics objects that you can carry around. I want them interact with lights. I'm baking just to get global illumination running.

dreamy zephyr
proud frigate
# dreamy zephyr Without it light doesn't bounce

If you want Realtime Global Illumination then you do need light probe groups, whether they "break" the scene or not
Your static meshes should be Contribute GI static, and dynamic objects should not be contributing

dreamy zephyr
proud frigate
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You only need Realtime Global Illumination specifically if you want bounce lighting from lights which dynamically more or turn on/off
With Baked Global Illumination you could get bounce lighting, just not from dynamic lights

proud frigate
dreamy zephyr
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Let me setup the scene real quick

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This is what i get from Adaptive Probes.

proud frigate
dreamy zephyr
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It worked for dynamic objects. Not so good on statics

proud frigate
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It can be unintuitive but Realtime GI is based on pre-baked lightmaps on static geometry
The lightmaps and probes baked with it can then be modified at runtime by light from dynamic light sources

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APVs, while a fully static system do support "lighting scenarios" that allow for swapping or blending between two bakes, like with lights turning on and off

dreamy zephyr
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Looks like it worked. If we could place them like Adaptive probes it would be very useful. Thank you very much!

proud frigate
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Meshes will use their origin to interpolate the light between nearest 3 probes based on their relative position

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And probes capture light during baking only relative to Contribute GI static meshes
(or in the case of Realtime GI you could think of them as capturing occlusion from potential light but the logic is the same)

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The main idea is that you don't place probes inside objects, and don't place them too close to each other if you don't want lighting to change rapidly

dreamy zephyr
proud frigate
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Don't place them inside or too close to static geometry, and in this case I'd recommend to use fewer rather than more of them to smooth out the lighting transition between them