#Realtime Light Problem
1 messages · Page 1 of 1 (latest)
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
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.
By "running" you mean what?
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
I have tried that and dynamic objects becomes very dark.
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
Where are your light probes placed in the scene?
Light Probe Groups should be used with Realtime Global Illumination
Adaptive Probe Volumes are a replacement for Light Probe Groups but only with Baked Global Illumination
I see, let me try that
It worked for dynamic objects. Not so good on statics
In Realtime GI the static objects are not meant to use light probes for their lighting, but lightmaps
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
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
Looks like it worked. If we could place them like Adaptive probes it would be very useful. Thank you very much!
I've got another problem now ://
Can you show the light probe placements at those points?
This can be helped at least to an extent by tweaking where the individual probes are
Meshes will use their origin to interpolate the light between nearest 3 probes based on their relative position
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)
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
I put some extra probes there. Seems not enough
It looks like some probes are indeed going through the solid objects
That means they'll always be dark and make any object dark that goes near them
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