Making dynamic objects looks good next to static objects

Consider a tiled room (the walls have tiles on them). For the most part, the the walls are static and use baked lighting. However, a small number of the tiles are dynamic, and can fall off the wall. Those tiles don’t use baked lighting because they’re not static, so they look different from the other tiles.

Or consider a room with a sliding automatic door (like in a hangar). Almost all of the geometry near the door is static, but the door is dynamic.

My general question is, is there a simple approach to lighting dynamic objects so that they stand out compared to the the other static objects around them? You know how in old cartoons of video games, you could tell where a wall was going to break, because it looked different than the background? That’s what I’m trying to avoid.

I’m using Baked and Realtime GI lighting in my scenes. Is it feasible to abandon baked lighting entirely, and only used precomputed GI? Or would that even matter?

This is exactly what light probes are for. They won’t give you fine lighting detail but the general lighting conditions can be replicated well.

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Thanks. I’ll see where that gets me.

Your suggestion was exactly what I was looking for. I knew that light probes could be used to add some lighting to dynamic objects. I had no idea how effectively they worked. I can’t tell the difference between the static and dynamic panels in this image at all, even in game, when right up against them. Thanks again.

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They blend in very well there considering it’s a spotlight! Good work.