Interior house baked area lights through windows. 1 real time directional. Some walls that face non static cabinets and doors have dark pixelation, I thought was UV issue (but as a test I set doors to static and baked and the walls opposite them look perfect. unfortunately, doors must move and baking makes one side black. so. what to do?
was thinking I place some very low intensity area lights with no shadows facing the walls to light them up a little…
any other ideas or tips.
Also, what to do to lighten up white doors that are non static that look too dark gray compared to rest of baked static objects. I want the scene a little dark because it’s a haunted house, but if I amp up real time directional the outside of house gets over exposed.
I also have real time emissions for overhead lights that you can turn on and off in game, but that works some places but not places with non static objects so using some realtime point lights where needed to turn on and off but that still doesn’t get rid of the dark pixelation spots on baked statics, just lightens everything a bit so still a difference because I think the baked area lights do not reflect off non statics. am I on the right track here or not understanding?