Hey guys. So our game uses baked lighting (VR). At various spots through out the game dynbamic items (Light probe lit items) looks very ugly. Like here
If I bring down the intensity from 4.8 to 2 it looks better, but now the light cast to little light. If I increase range to compensate it dramatically changes how the scene is lit.
Here at 1.0 and increased range which changes scene complete
I think the lightprobes, for some reason that I’m unsure of, become very bright, so the parts that are not completely metal become unreasonably bright and it makes it look weird.
I’m guessing you’re on Gamma, right? Light probes on Gamma have issues in general. If you can switch to linear, try it (although I don’t know how wise it is to switch to linear in a VR project )
The second thought, is that you’re missing specularity, since the reflection probes don’t see the lights and are inaccurate anyway, you don’t get the “proper” metal shine from the light, which could potentially make the non metallic parts look reasonable.
Maybe try having the light in a mixed mode and use the lightprobes only for indirect light? Not sure how big the performance hit would be.
No we are on Linear already. Forward path. We basicly only have mixed mode for the sun and some rare places to create effect like the service tunnel above. In VR and forward rendering too many mixed mode or realtime lights is not practical. But even without specular I get good results in low light conditions like dark picture of the Beretta pistol with the shiny metal tank in the background
edit: I will post a video tomorrow walking aroudn the differetn parts