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Weird lightmap issue on objcts with custom vertex normals.

polycounter lvl 12
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I have a bunch of objects in my scene that use custom vertex normals (for chamfered edges) that appear to be breaking the lightmaps. They are coming out looking like they are at a way lower resolution than what I set for the mesh (256-512), and also it looks like the normals are inverted, which I know for a fact they are not. All lightmap UVs are set up correctly, I thought maybe messing with the vertex normals messed it up, but after consulting forum user Obscura, who seems to know way more about the whole custom vert normals thing than anyone else, he said it shouldnt affect baked lighting. Anyone else have a similar issue? I've enabled recompute normals/tangents in the static mesh editor but that didn't help.


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