Hi everyone, this is two questions in one. I can separate into two separate posts if needed. I hope I’m posting this on the right forums with the right tags because I’m not entirely sure if this falls under a lighting issue, camera issue, graphics, etc. I’ve opened this project on 2021 which explains why I’m using an older version.
Screenshot 1: I love the reflective surface of the floor. This is exactly what I want except those streaks that are being reflected from the ceiling and walls. How can I go about removing those lines. Has anyone experienced this?
Screenshot 2: I don’t know what to call this. The best I got is “light clipping”. When I go to areas in my world with no light there are streaks of light possibly from other light sources. It looks messy.
I have been ignoring these issues and working on other things in my project. I know I’m not going to publish this any time soon, I mean cmon I open this project 2021! but I would like to solve this already. Thanks in advance for taking the time to read
There is a solution, use another material huh. So I used this material that’s also in the same asset pack. It’s still glossy or reflective which I like, and it doesn’t act too much like a mirror as it did the previous material ( which I modified to be reflective by applying the smoothness property).
On the other hand, now I want to know why all my lights are not being reflected onto ground. This is the case for other lights in my world, I bake the lights but some don’t reflect off the ground. A work around is duplicating the light, delete the old light and bake the new one but it doesn’t work all the time. Any thoughts?
A lot of progress since the last posts. This very dark image is in the same position as “Screenshot 2” of the initial post. The lighting is almost correct now, except for the lighting anomalies in the red circles. It should be completely dark as no lights are baked on this floor of my world.
Here are other instances of light bleeding where it should be dark. Those streaks of light are more prominent when the player’s camera moves. This screenshot is in the same position as “Screenshot 1” of my initial post.
From my understanding, having multiple light sources, as if to simulate a building in real life with multiple rooms and lights that can switched off and on, comes with limitations and complications.
Thankfully, my game being a horror game, I can work with minimal lighting. So, I disabled many lights and have baked lighting in a few sections of my world, although it is still not perfect.
Here is a screenshot similar to that of my previous reply. There are obvious issues. I checked the “stitch seams” setting for the floor objects, but I still get the same results. As for the walls, I have no idea why the lights look low-quality compared to the other walls.
Here is another screenshot showing light anomalies. I speculate it has something to do with the filtering. Below is a screenshot of my light mapping settings.
Lastly, the “Default Volume Profile Asset” was missing and had not been set up since my initial post. I have now fixed that, and the visual effects have greatly improved the quality of my graphics in-game.
I am reading if adding reflection probes around the world would help fix these issues and improve the overall graphics of my game. I hope to make the graphics look as real as possible, and now have a deadline for roughly Feb. 8 2025.