So, I’ve haven’t run into this issue before so I’m not entirely sure if it’s isolated yet. I’m using an IES map that I use often and in this situation, the map appears to load and unload depending on the camera distance. Is this a normal behavior?
This only appears in this location of the model.
Edit:
So did some troubleshooting and completely rebuilt the light fixture and now getting a different result. Also, take note of the camera distance in example 2 Its much further and the map loads and unloads based on camera position.
I get the same issue but only in really large models with a lot of light objects. I have a thread about it somewhere but I can’t find it at the moment. I’ve been told there’s a limit on lighting objects in the world before they start to ignore actual geometry based on camera distance. I assume your model is not nearly that big though so this is odd.
We distribute shadows maps to the lights closest to the camera. In this case, it’s of course rather surprising, that a light source that is still relatively close to the camera doesn’t receive a shadow map (by default we distribute at least 256 shadow maps). This either means, as you’ve correctly stated, there’s a huge amount of other light sources in the scene or something else is broken.
Our developers have requested a Feedback Report with logs, which should then allow us to find out what exactly is broken here.
We currently don’t have this on our roadmap, however, you can share your feedback with our product management team directly via our portal, you can find more information on this here.
@Rick_Marx Any updates on this? I have large retail models that require a LOT of lights and I get noticeable pop-in of light and shadow, even at close distances to the camera (see attached). I not sure I want to share these render videos for clients at this level of quality.