The blue generic plane that I circled in red has Receive Global Illumination set to “Light Probes” while the other planes are set to “Light Maps”. Is there a way to get the plane using light probes to show a shadow similar to the planes set to light maps? My goal is simply to light a VR environment with as little overhead memory as possible. I thought light probe bakes take up less resources than light maps but I can’t seem to get shadows to bake properly using APV.
Any clarity is much appreciated.
Your options are to either:
- Not bake shadows into APV, and instead rely on realtime shadows or lightmaps for direct shadowing in problematic areas.
- Increase the density of probes by a lot.
APV is best suited for indirect lighting. It does support baked shadows, but they are noticeable blocky, and usually only acceptable further away from the camera. If you look at the amount of probes in the area with the shadow, you have something like 6x6 grid of probes covering the shadow. That’s very low spatial resolution, it’s kind of analogous to using a 6x6 pixel lightmap for that area, which would look similarly terrible.
I appreciate you Pema, ambient lighting only, got it!