My latest (only) map is about 50% done with about 350 total objects, 285 or so if you don't include the objects that are there by default when you first begin a map. I guess that would mean I'm expecting somewhere over 600 objects when I'm finished (probably just over 700 if I'm realistic). Anyway, I'm about half way finished and already around 95% of my lighting budget is used up The issue I'm having with lighting is this. Shadows on objects, when viewed from about half way across the map, appear splotchy or non-existent. Then as I approach them, they begin to flicker until I get close enough for them to show up correctly. It's a big team battle map with no terrain pieces. It's mostly primitive blocks so far. Will turning light bake off on objects help the visual problem I'm having with the shadows? On what types of blocks should I turn light bake off to lower the use of my lighting budget and get rid of the splotchy shadows? Does it make sense to turn off the light bake of the ground pieces and walls that only create shadows outside of or under the map? Has anybody figured this kind of thing out yet, how to minimize your lighting budget, yet keep your dynamic lighting low enough that it doesn't tax the engine? Thanks for any help.
I also encounter this issue in may map. I'm not really sure what it is due to, but I don't think that turning of light baking helps. This has been an issue in previous Forge iterations as well.
I suggest mass selecting everything and turn off light bake. Then go back and turn it on in the spots that look strange after you generate lighting. You likely be fine with it off in all outdoor fully lit areas and on most terrain. The areas where you have blocks on the same structure in light and in shadow will probably have to all stay on because the colors will look weird if they are next to each other and have opposite lighting.
Also worth noting, if you have too many lights in a space, which may or may not be competing with the light from the "sun," you will get stuttering. By setting your lights "length" to the shortest possible distance necessary, you can often clear up this issue. Lighting fighting with other lighting can really chew up undocumented resources.
That's what I tend to do. I wish there was an option to change what it defaults to, because I'd prefer to have light bake off by default whenever I spawn in a new object, and let me turn it on as needed. I hate trying to reduce the light budget, but not knowing just which objects have it turned on (especially if I have more than 64 of a particular object, such that select all won't actually find all of them).
Experiencing similar issues! I will use some of the advice from here and scour the internet for more info to bring back a progress report.
Flipping on and off the "Lightbake" with the right pieces, seems to be quite effective bringing my lighting down considerably! Thanks for the Tips my fellow forgers. To Elaborate I choose the largest geometry pieces. Rooftops, Balconies Towers Accent Pieces, Props Etc. Through trial and error found acceptable shadow performance a variety of areas (although mainly outdoor pieces in direct sunlight.) Might even come back with before and after's, time will tell. THANKS AGAIN too all of you contributing up there. Hope this helps others as much as it has for me.
Do you guys know any way to fix an object that looks dark compared to the other ones right next to it? Also what is an acceptable lighting percentage? I heard it doesn't matter if you go over 100% lighting just as long as you dont go really far over. One last question: Outdoor areas clearly lit by the sun do not need light bake, while areas in shadows where the sun isnt need like bake on I assume? Sorry im still struggling to master lighting in this game, thanks for your time and any help you can provide me with would be truly appreciated!
So, just as an example you have two identical cylinders side by side. The lighting has been generated on the map already in this scenario. So, when you grab one of them all if a sudden it becomes a different shade of its color. Well, once you generate the lighting again after letting go of the cylinder, it will once again match its duplicate. As for your second question, I'm not too familiar with what light baking is either.