Am I doing something wrong?
I’ve set all the lights I want to be baked to static and all the meshes I want to be baked to be unwrapped, and it appears to be “working”.
All the static surfaces I want to be effected by the static lights are having lighting data written to them with pixelated shadows and I can see the effects of all my static lights on nearby geometry. It’s just all so dark and dynamically lit objects stand out like a sore thumb in comparison.
Scene with LightmapGI node disabled (how I want it to look)
Everything is much darker and the dynamically lit gun in the player’s hands looks out of place because it’s so much brighter. The blue light off-screen is a dynamic light and it looks much brighter than all the static lights now when it was the dimmest in the room before.
I’ve tried turning interior on, increasing bounces, bounce indirect energy, quality, subdiv count, environment mode, and even adding camera attributes at the top and cranking the exposure to the max and nothing seems to change much after each bake.
Any help would be awesome. I’m not sure what I’m doing wrong.
I think this might have something to do with the lights specular property. When I set OmniLight3D.Specular to zero (default is 0.5), the scene ended up looking pretty similar to how it does with the bugged baked lighting.
This makes some sense since metallic surfaces require directional information to be lit properly. The problem is that when I bake the lightmap with Directional set to true, it doesn’t improve the scene with the metallic surfaces. It seems like that should improve things.