suggestions for lack of baked light off non static objects

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?

you should look into light probes to solve your dynamic lighting issues

thanks, I have been messing with them. You are correct that solves non static lighting issue for my doors brightening them up. The major issue with the pixelation on my statics, was my mesh. Where I had bools in mesh for functioning cabinets I removed all the hidden faces of the bool. (what I thought were unnecessary faces) as it turns out… they were very necessary. On a hunch I replaced a big face for a pantry wall (even though I have a non static pantry object with drawers and doors in front of it.). A huge amount of artifacts disappeared. So I went back and added all the hidden faces I cut out of my kitchen (brutal). It looks perfect now. If it helps anyone… If you have objects you mark as non static because they have non static components so the materials are same color, leave the hidden walls behind them.even if you can’t see it, it blocks lights and shadows (from baked lights), from passing through non static and casting on something else in room. or so I think. I obviously…did not know this. Did not encounter this before using only real time lights.

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