Lumen generates a gradated shading even if objects are lit by a 360-degree constant sky light.
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I looked into this and found that this comes from Spherical Harmonics integration. Changing r.Lumen.ScreenProbeGather.DiffuseIntegralMethod from Spherical Harmonics to importance sample BRDF to game developers fix the dark shading.
I guess it's due to fast approximation with SH and it shouldn't be a big issue in most cases. But a licensee asked us to fix it so I'd like to make this jira for the issue.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-160191 in the post.
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Component | UE - Graphics Features - Lumen |
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Affects Versions | 5.0, 5.0.2 |
Target Fix | 5.6 |
Created | Jul 22, 2022 |
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Updated | Oct 18, 2024 |