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Light Voxel Overlapping - Best Practice


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I remember seeing in an arch demo scene that the scene had a very small/tight voxel volume on a table inside a room.  This overlapping of light voxels in my scene (see below) is causing some strange lighting.  Some of the light is brighter than others once baked.  I'd like to not bake the entire SITE of my world at a tight voxel for detail that I need on the inside...

How should this be properly setup?  Thanks...

light-voxel-overlap.jpg

light-voxel-overlap2.jpg

Edited by t.coursey
added second image for clearer view of light bake.
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7 hours ago, silent said:

Hi Trey,

Could you please provide a test scene with your voxel probes so we can check and provide some additional feedback?

Thanks!

I take it by your response this is not a normal thing that should happen?  I will try and create a sample scene that will give the same results....As your team could do too.

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