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Lighting baked with VoxelGI doesn't cause the scene with metallic surfaces to change in appearance as much as the LightmapGI bake does. The pre-baked scene with VoxelGI is more indicative of how the baked scene will look. |
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The answer is "yes and no". It's technically possible to simulate the specular lobe from direct light for both dielectric and metallic materials, but it's not possible to accurately simulate general indirect specular light (reflections). You need to use a ReflectionProbe node for that. |
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Currently metallic surfaces in scenes with baked lighting are much darker than they are in a scene with dynamic lighting. The
Directional
property of LightmapGI doesn't have an effect on this. I would be interested to know if it's possible for the directional data from the lightmap to be used to bake metallic surfaces more convincingly.Here is a scene with metallic surfaces


Unbaked:
Baked:
And here is the same scene but with the metallicness property of the surfaces set to 0


Unbaked:
Baked:
I prefer the look of the dynamically lit scene with the metallic surfaces but I am unable to recreate that look with baked lighting.
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