Search Unity

Problem with the lighting of the location

Discussion in 'Global Illumination' started by ifreed92, Jan 9, 2018.

  1. ifreed92

    ifreed92

    Joined:
    Jan 29, 2017
    Posts:
    4
    We have a problem with the lighting of the location. It's a multi-room interior with lots of light sources. It is baked in the Mixed mode. If there are more than 4 light sources per mesh, some sources are baked in the Bake mode, without Specular. Reflection probes do not help. The default Pixel Light Count is 4. If we increase the amount in Forward Rendering or when we switch to Deferred mode, nothing changes. Now we are working in Deferred mode, and according to your documentation, there should not be any restrictions on the amount of light, but we have them. We need to slightly increase the Pixel Light Count or bake additional lighting sources in the Bake mode with specular lighting effects.
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,789
    Shadowmap mode only allows for 4 overlapping lights. Use the light overlap mode (use the drop down in scene view) to work around it.
     
  3. ifreed92

    ifreed92

    Joined:
    Jan 29, 2017
    Posts:
    4
    Thank you so much. This really makes it easy to get around this problem. Perhaps you know how to solve the problem with the natural lighting of the location - if we reduce the range of light, it either ill-illuminates or has hard edges. Light probes do not help much.
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,789
    Have a few of them be completely realtime and maybe without shadows, if you can get away with it?

    Have some be completely baked?

    I don't know, it's a problem where the solution depends a lot on how your scene is set up and how you want it to look.