Lighting Mixed mode, Realtime doors & baked GI questions

Table, chairs and door is non-static.

Problem: Baked light bleeds through non-static door models.

When the light is set to Realtime, everything looks too different from the baked light to be a suitable fix.

When the light is set to Mixed, it bakes the static objects (not the door), bleeds light through the doorway and doesn’t seem to be casting any shadows on realtime objects which is contradictory to the description for Mixed mode which makes me wonder whats up with that altogether?

Shouldn’t it be baking the static stuff, then casting shadows on non-statics at runtime?

I’m curious what the general approach to this situation is. I do not want to change the mode to static, bake with doors closed, then change to non-static. That is a terrible workflow and there should be some way to accommodate this scenario.

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I know this is kinda old now, but I’m curious if GI has been updated to accommodate this situation or anything. I’m lighting my scene using only static geometry with emissive materials and Precomputed Realtime GI. I have hallways that are bright and a room that is dark, but the dark room’s lighting looks as if the door isn’t there (since it isn’t static).

How terrible of an idea would it be to have all level geometry as static for computing GI, but then on application start, change all the doors to non-static. Then each time a door is triggered to open/close, trigger DynamicGI.UpdateEnvironment() ? Or would this even do what I think it would?

IIRC (reading patch notes or some other thread about it) it was supposed to be fixed in some update in the last couple of months but I believe when I retested the same scenario it was not fixed so I didn’t bother to pursue messing with it further at the time.

I have not tried changing the door to non static after baking. It may work. The thing I dislike about that is the workflow with baking, you’ll have to manually remember to change all doors to static, bake, then change them all back… Lots of room for error in there.

Right, plus it wouldn’t actually provide accurate shadows on the door itself. In my case (and I believe yours as well) it’s fine because the door disappears into the wall, but if it were more like a traditional door that swings open, the lighting/shadows on it would look the way it would as if it were closed even when it’s open.

I just found the thread in the GI subforum about mixed mode being broken still (which actually wouldn’t work for me anyway, I guess), so I’ll assume any answers to this would arrive there.