Heyo,
running into a problem here using Custom Lighting in UDK.
While using Skeletal Meshes with a Custom Lighting Material, adding two or more lights into the scene results in weird shadowing artifacts.
Hard to represent in a screenshot, however:
The left cube is a static mesh.
The right cube is a skeletal mesh.
Both have the same material with a float3( 1.0f, 1.0f, 1.0f ) in the custom lighting slot.
What it should do is simply giving out a pure white value ignoring every light, as it does on the left.
What it does instead is causing weird shading behavior. The more I move these Dynamic Lights to the center of the cube, the darker it becomes, resulting in a total black in the end.
The more I move the lights away from the cube, the more it returns to its behavior of simply outputting a pure white.
I'm sort of stuck with this problem.
It's kinda hard to explain, so if there's any question on how to reproduce it, feel free to ask.
Hoping for help, thanks in advance.
Replies
I believe that the default level you get, the one with the 4 types of sky, is an interpactor (thus dynamic mesh) with a material that uses a custom lighting setup, and that one works. You could open that up and see where the difference is, go through it step by step.
As soon as I plugged my Diffuse Colors into the CustomLightingDiffuse it worked for Skeletal Meshes again.