In my project, I use lightmaps and reflection probes, but now I need some lighting data for dynamic objects with Probe Volumes. Probe Volume makes the lighting of the moving objects look right but the quality of the rest of the environment deteriorates even though I have tried to adjust the settings. Lightmaps + ref probes just works and looks much better and are easier to handle.
Question: is it possible to have probe volumes and dynamic objects on the same layer and keep the rest of the environment as lightmaps? What would make the most sense to apply probe volumes only to dynamic objects (there are really only a couple of moving objects, but they play an even more important role). Thanks!
Thanks I’ve tried that, but it still illuminates the lights of the probe volume, even if the renderer is a lightmap. I have to change to Light Probe Group in the Light Probe Lighting settings to get the correct lighting back, but this is not an option because I need probe volumes for dynamic objects. Probe Volumes pretty much replaces reflection probe data which I don’t want. Also these dynamic objects has a skinned mesh renderer, but I can’t select probe volume (or lightmaps) from there. The most ideal situation would be to have the probe volume affect only and only these skinned mesh renderers, and not the rest of the environment
Hmm, I don’t quite understand the behavior you are seeing, but it sounds like a bug to me. Could you post a few screenshots illustrating the issue? In particular, I don’t know what you mean with these 2 sentences:
but it still illuminates the lights of the probe volume, even if the renderer is a lightmap
Probe Volumes pretty much replaces reflection probe data
Some comments:
If a renderer is marked as lightmapped, it should not receive any contribution from the probe volume. If you are seeing this, that’s a bug.
Probe volumes also shouldn’t be “replacing” reflection probe data - they are meant to be used in tandem with reflection probes.
Skinned mesh renderers should automatically use the probe volume data when probe volumes are enabled. Again, if you aren’t seeing that, it’s a bug.
As you’ve pointed out, you can’t combine light probe groups and probe volumes. You either use probe volumes to light all dynamic objects, or none of them.
Yes I am aware that only one of the two can be active. Probe Volumes also can’t be baked if any skinned mesh renderers are active in hierarchy. Baking will succeed if they are hidden. Probe volumes would be ok, but some places I would like to leave completely dark (lightmaps + reflection probes works well, because dark places are only left out of the reach of the reflection probe), but the probe volume illuminates those places too, even though lightmaps is selected for rendering the mesh. I have tried with different settings, but no result.
These dark blotches are driving me crazy. I have tried every prossible setting and nothing helps: Probe spacings, dilation and virtual offsets + adjusting manually. Tried to solve with Rendering Debugger. Tried to change meshrenderer to lightmaps and probe volume but no difference. I have also tried everything from Project Setting → Light Probe Lighting settings. In some cases, the stains change their shape a little, but remain in the wall. Is there something im missing? EDIT: This happens when SSGI is enabled, but it kinda needs to be.
Your issue is samples, increase samples for important areas using probe adjustment volumes (or the baked lighting settings, but volumes is more optimal).
Additionally, there’s a bug i’ve found currently where baked lights can turn back into normal lights after reloading a project, i’ve already reported this bug.
This sounds like your skinned meshes are marked static or marked as contributing to GI.