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Very distorted light map on simple cylinder static mesh

polycounter lvl 12
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alexk polycounter lvl 12
Totally stumped on why this is happening on such a simple object. UV2 is laid out in Max, super simple layout, no overlaps. Reset xforms and I've even remade the cylinder and remapped it completely, still the same result. Totally messed up after a lightmap bake. Any ideas?

Lighting only view
jqcnuJ9.jpg

Detail lighting view
PcXsj6e.jpg

Lit
ZMBKWrL.jpg

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  • alexk
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    alexk polycounter lvl 12
    Looking further into this today, I notice that the messed up lightmap is part reflection of the surrounding area. Like a diffuse bounce. And for some reason, the latest UDK (Feb 2013) just goes mental with cylinder objects. I imported this exact mesh into a year old UDK install and the lightmap bake also includes this diffuse bounce but is actually calculated correctly for my mesh. Not happy about this at all!
  • alexk
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    alexk polycounter lvl 12
    Finally figured out the cause! I have the lightmap resolution for this mesh set to 512. But when I reduce it to a lower value, like 256, it will fix the messed up light bake. UDK just doesn't seem to like cylinder meshes with a 512 resolution lightmap setting, go figure
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