Hello!
I'm building my first environment in unreal engine 4.6 and just ran into a problem i can't find any solution to.
The problem:
On the walls that the directional light is not affecting (darker areas) i get a dark line/seam between planes.
I get the same result after baking light at preview or medium quality.
I think the problem could be related to:
- The walls are planes
- Something with lightmassImportanceVolume settings or lightmaps
Replies
Do lightmaps have some sort of LODs? Maybe i could change to a higher lightmap-lod/resolution setting then? These are the lightmass settings i used:
static lighting level scale: 0.5
indirect lighting quality: 2.0
indirect lighting smoothness: 0.5
engine scalability settings: epic
material quality level: high
https://lh6.googleusercontent.com/-BnQ9i8aQlhY/Tu5lH-ew8EI/AAAAAAAAABc/wgWepMjnBek/s800/KMFahad_8.jpg
https://lh4.googleusercontent.com/-AwmsLXKQS2I/Tu5lI69aaEI/AAAAAAAAABs/jdWxm_CZlBc/s800/KMFahad_9.jpg
https://lh6.googleusercontent.com/-hoy9wZsB2Sc/Tu5lIrhd-fI/AAAAAAAAABo/vC5-u680FNU/s800/KMFahad_10.jpg
Also simple color textures cause this issue too (concrete in your case)
Dont know if you have looked at older threads here under "lightmap seams" if not then do have a look at those too.
Obscura, yeah that is a good fix but as you say it limits the possible mesh-combinations in UE. My next project wont be nearly this modular. And i will be very careful with small tileable wall-parts!
https://answers.unrealengine.com/questions/95423/lightmass-with-bad-shadow.html
https://answers.unrealengine.com/questions/92819/lightmap-uv-alignment.html
Snapping the lightmap UVs according to the methods discussed in your links help somewhat. The biggest fix was splitting every hard edge and mapping them alone.