Hi guys,
I'm working on a sci fi lab for my school project and I'm currently struggeling with some lighting problems.
I have shadow issues on my wall moduls. I made some screenshots where u can see my problems, as well as my unlit and Lightmap view mode.
Unlit
Lightmap Density
Example 2
Lit
Unlit
As you can see I get some of these black stripes where the moduls connect to each other. I already set up the Light in the Word Settings to following set up:
I also tried it with "Static Lighting Level Scale" = 0.1, but that didn't helped.
As I'm already new to Unreal and Lighting can someone explain to me what "Static Lighting Level Scale" is doing exactly?
Can you also let me now what to do to smooth the shadow of the pipe (Example 2) perfectly?
Thanks a lot
Greetings Dennis
Replies
Most lightmass issues need to be addressed with the model and UVs, playing with settings isn't going to magically give you much better results.
Make sure your lightmap UVs are split at the hard edges. Don't over modularize your scene. Use meshes and details to cover up where seams would be with either intentional seams, or details like pipes, pillars, brackets.
Often when you build lighting for your project and in indirectly lit areas you may notice that there is sometimes a shading difference between modular planar surfaces, typically walls, floors, and ceilings. This is an unfortunate side-effect of how static indirect lighting is handled at the moment and doesn’t have an easy way to fix. This can hopefully be made better in the future.
Here’s the breakdown of the issue, if you’re not familiar.
- Light hits a surface and then that light is bounced on the
surrounding surfaces. This type of bounce light is referred to as
Indirect Lighting. Some surfaces will be directly lit as well while
still receiving some bounce, like the Wall that is partly lit fully and
has some indirect lighting with the shading issue in the shadowed
corner.
What’s happening here is that each of these static meshes are sent to the CPU to be processed in the order they are received and on different CPU threads. This simply means that while each one has their lighting built by lightmass the others don’t know what the shading for the one before it would look like to reference the edges to make sure they match up. This leads to slight shading differences between each planar surface.So, by now, you’re wondering “What can I do about this?!”, right?
In the World Settings under the section for Lightmass you can adjust some of the settings here to get better results.
When you adjust the quality of indirect lighting it’s always a good idea to lower the lighting smoothness to get better results. This helps blend better between these surfaces, but it doesn’t necessarily help remove the issue completely and can have other side-effects as well. You should really test it in project or a test map to fully understand what you’re adjusting here and why.
There is also some steps you can take to reduce how noticeable this artifact is and steps you can take with the design of your project.
https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass
If you look at the 'lightmap uv' display you'll see that the seams on some of your meshes aren't lined up with the grid pattern in the display. If you made sure your UV's are lined up with the edge of the UV space where you might get a seam then you're less likely to notice the seam there.