Only point lights affect indirect lighting on RTGI much less than other types of lights.
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Indirect lighting of baked lightmaps look much stronger than RTGI.
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Apparently, it's because only point lights are divided by 4*PI in SetupLightParameters of Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingGlobalIllumination.cpp
case LightType_Point: default: { LightParameters->Type[LightParameters->Count] = 1; LightParameters->Position[LightParameters->Count] = LightShaderParameters.Position; // #dxr_todo: UE-72556 define these differences from Lit.. LightParameters->Color[LightParameters->Count] = LightShaderParameters.Color / (4.0 * PI); float SourceRadius = 0.0; // LightShaderParameters.SourceRadius causes too much noise for little pay off at this time LightParameters->Dimensions[LightParameters->Count] = FVector(0.0, 0.0, SourceRadius); LightParameters->Attenuation[LightParameters->Count] = 1.0 / LightShaderParameters.InvRadius; break; }
I removed the 4*PI then it fixed this issue and indirect lighting from a point light on RTGI looks more similar to baked lighting. (Shelved CL: 14023328 on 4.25plus)
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I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-96362 in the post.
2 |
Component | UE - Graphics Features - Lumen |
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Affects Versions | 4.25, 4.25plus |
Target Fix | 4.26 |
Created | Aug 4, 2020 |
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Resolved | Oct 13, 2020 |
Updated | Sep 19, 2021 |