Hello. I'm doing a night city scene in UE4. I have two buildings with emissive materials, and between them a road, made from two parallel objects. As such, those two road segments are seamless, but when I build static lighting, the road on the left seems to catch more of the red light, and the road on the right catches more yellow, which creates a visible seam between them.
Changing viewport quality and built lighting quality doesn't solve this issue. Please help.
Replies
1. Increase the lightmap resolution on these meshes. Check the padding of the UVs.
2. Make the road 1 mesh instead of 2.
3. Use stationary lights instead of using emissive lighting. You can turn shadows off for something this dim to make it cheaper.
Hope that helps!
And even if I make a bigger mesh, for the whole width of the street, the meshes will have to end at some point, I mean I can't use one mesh for all the streets on the map, can I? Does that mean that lighting a map with emissive light is impossible in UE4?
https://www.youtube.com/watch?v=ntx10JMl9f4
1. File -> New Level -> Default
2. Alt-drag the floor object with grid snapping set to 100, so that there are 2 adjacent pieces.
3. Create a material with a Constant3Vector set to a bright color, multiplied by 8, linked to the emissive input. Duplicate with a different color.
4. Drag a basic cube onto the floor object, set first material, alt-drag a second cube onto the second floor object, set second material.
5. Turn on the "Use Emissive for Static Lighting" parameter of both cubes.
6. Build.
Probably something stupid I'm missing. Thank you for your time
Edit: in the picture, the cubes are upsized a bit, just to be precise, but I tested it without resizing and it's still the same.
Cheers
The guy who helped me also posted two interesting links about creating UVs properly for such modular assets, and about tweaking Lightmass further. Here's the link to the answer: https://answers.unrealengine.com/questions/392322/lighting-a-scene-with-emissive-lightmap-seams.html