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UDK light bleeding issue

interpolator
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Shrike interpolator
Hello fellow polycounters

We have come to a odd problem with our UDK game,


Well without custom lightmaps, our trees have shadowing errors,
I understand that

Thing is , now with a proper lightmap, our test tree gets an
really strong self shadow, looking a lot like Ambient Occlusion
at high density areas (leaves) and is also doing small errors
(like that line you see)

unbenanntcht.png

AO is turned off

IF we turn precomputed shadows off, the shadows are fine
but then we have realtime shadows and that will eat tons of performance
or not ? UDN dosnt really tell a lot about those.
We have a day-night cycle btw.
How do they affect the performance ?

Here with proper lightmap and precomputed shadows on (left) and off (right)


34471728.png

Here a image of the lightmap just for completion:

64077019.png



Increasing lightmap resolution only makes the error sharper and better looking, still theres this insane black shadow mass

We tried tons of options in all settings making sense for us

Any ideas ?

Replies

  • fabian roldan
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    fabian roldan polycounter lvl 6
    Maybe the problem lies in your light map uv layout, i think, the tree boody shuld be a complete piece, detatching faces works better for faces in 90 angle degree like a box for example, for organic shapes is better to have as few cuts as possible, even if it deforms, stretching is not a big deal for lightmaps. Another issue is your uv islands space, they are too close from each other, i think that`s the main reason for those artifacts.
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