Hi,
I have been struggling with this issue for more than two weeks. After trying everything that came to my mind there are still no results and I have run out of ideas.
Dynamic lights
Baked:
The difference between the first three extracted parts are only in the UV and the resolution. From left the first one is auto UVd in the editor, the second one is reUVd in Max, the third one has the original UV. You can see that the 2nd and 3rd has identical normals, tangents and binormals.
Some help would be really appreciated. :poly127:
Thanks,
Fisher
Replies
Here's some UDK documentation explaining how to deal with this problem.
http://udn.epicgames.com/Three/LightMapUnwrapping.html
In my experience you can't get rid of the problem but you can minimise it by not building your object as separate shells and not splitting your lightmap UVs. this is basically what the article suggests. The easiest way to avoid this would be to simply increase your lightmap resolution to something extremely large like 1024x1024.
I found this tutorial on Reddit, he explains how there's this 1 pixel padding default thing going on....
Here he explains what's happening:
http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/
Let us know if this fixes your lightmapping whoes.
I used a stationery directional light, changing it to static helps. It baked perfect shadows. But I don't think that using static lights is acceptable in a modern game other than mobile (as it won't cast dynamic shadows, eg. for the player) Also I thought (and according to the docs) stationary gives better quality. But the results above are absolutely awful and unacceptable. I still think that those are buggy.