Since Heptomusee’s puzzles are dynamically loaded into a base scene, static lighting baking is not possible. We therefore use light probes for the puzzle objects; however, differences in which probe’s light affects an object can result in varying brightness levels, even between objects located close to one another. The frames shown in the figure below are an example of this.

We tried fine-tuning the positions of the objects and light probes to achieve the desired brightness, but without success. After some trial and error, we consulted an AI about probe adjustments and was advised to use an “anchor override.” This method involves using the position of a dummy object—acting as an anchor—rather than the object’s center point to calculate which probe to use. We promptly set up an anchor and used it for the frame’s lighting, successfully achieving the proper alignment shown in the image below.
