I then boost up the environment lighting, and see this. Turn out, all the rocks are not receiving environment lighting. The rocks and the cubes are all static objects, I can’t see why they’re different in
this setup.
Edit! no, this is not the answer, it brings back the environment lighting, but erase the baked APV probe lighting.
Old text:
I manage to make it work by doing a hack:
the hack line is probeRefVolume.Cleanup, it somehow force the system to evaluate the probe volume. But I expect the probe volume of the scene to auto update when we load it, so this is still a bug.
I want it to have correct lighting like when I see it in its respectively scene. When load this scene from another scene, the lighting is dark. This issue is related to Adaptive Probe Volume did not load the probe’s data, but at the time creating this topic, I don’t know about it, so the topic should be in Graphics.
I see so you’re using APV, but the second scenes probes aren’t loading?
Did you bake these scenes separately or at the same time?
I believe the proper process is to setup multiple scenes, load them at the same time and bake their respecting probe volumes with the same lighting data asset. But I could be wrong as i do not use APV in this way.
I reccomend asking for the correct process for multiple scenes with APV in the APV thread.
Thanks, I mark this topic as solved because I put it in wrong place.
further debug showing that the probeRefVolume.DataHasBeenLoaded() return false, which is what I’m heading to, how to force the data to be loaded.
I see, as an FYI you can further visualize this issue by using the lighting debug mode in the render debugger. This will also let you visualize probe data aswell. To see if it is loaded at all.