Hi! I am getting these white color bleeds around my edges for some reason. The lightmaps were baked in 1024 resolution with the presentation preset. The top and bottom (roof and floor) are separate meshes, and the bottom floor mesh is even intersecting with my wall.
All of my materials are set to double sided. I am only using a skylight for my lighting because I dont want any hard shadows. The lightmap channel seems to be unwrapped correctly (inside UE4) and the resolution seems to be sufficient. Why am I getting these glowing edges, how can I prevent this? Please help. Thanks you.
Greetings, I don't have a direct answer to your issue, I am actually having some issues myself with my lightmaps currently. But you might want to watch this: https://www.youtube.com/watch?v=7SDNRWYGo8k
Greetings, I don't have a direct answer to your issue, I am actually having some issues myself with my lightmaps currently. But you might want to watch this: https://www.youtube.com/watch?v=7SDNRWYGo8k
Hi, thanks for the video theres quite a bit to learn from it.
I've figured out my problem. The light bleeding was caused by the wall polygons not being solid as they were just 2D faces. I solidified my floor, wall and roof meshes and added a cube around the whole thing for good measure.
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Hi, thanks for the video theres quite a bit to learn from it.
I've figured out my problem. The light bleeding was caused by the wall polygons not being solid as they were just 2D faces.
I solidified my floor, wall and roof meshes and added a cube around the whole thing for good measure.
This fixed the issue