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[UE4] Lightmaps Have White Color Bleeding Around Edges

polycounter lvl 14
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eCstatic polycounter lvl 14
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.









Replies

  • Alastor01
    I was reading about this problem recently. 
    I assume your floor and wall are planes. Really, you should avoid using planes for walls and floors - it causes light leakage and can cause problems with collision if not set up correctly. 
    Use boxes - the additional polycount has no significance. 
    If the problem persistent, I would advise to put a larger "cage - box" over your mesh - to block light :smile:
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