Hey all,
I'm currently working on a scene and I'm having trouble with the lighting. There is a directional light casting through the windows which is achieving this effect:
However, on the other side of the archway, the lighting isn't casting across the meshes in a consistent fashion:
See how those seams appear on the walls? I've been trying to determine the cause and I can't work it out.
I tried posting this on the Polycount Discord and ran through some solutions that a user suggested, but none of them worked.
I've checked the meshes, there are no problems that I can detect. The faces aren't flipped, there are no unwelded verts, etc.
The light maps are fine, there should be no cause for concern there.
I've got additional lights placed behind the wall but that didn't help either.
I also tried adjusting the reflection captures but again, no luck.
It's not caused by auto exposure or the ambient occlusion from the post processing volume. I tried disabling it and playing with the settings but nothing changed.
I've never encountered this problem before and I'm not sure if it has a name. Does anyone know what this is or how to fix it? It's been driving me crazy all day!
Replies
- Lightmass settings for the Level? Static Lighting Scale, indirect lighting quality, etc. Scale set to 0.1 seems to give good results for a final bake
- Where we're seeing the seams, are those separate assets? If so, you can select and Merge the actors. This is what I do if I make a room from modular pieces but it can benefit from the merge - one of these benefits is usually cleaner baked lighting results. It looks like a common issue people often run into with building UE4 architecture with multiple separate pieces
If that doesn't sort it, I'd go through the buffer view modes and check if anything in there looks weird, e.g. somehow a face has 100% mid-grey in the AO, etc (I see this waaaay more frequently than I'd like)Try making sure that the Lightmap UVs are ok, and they are assigned to the right channel and check the Lightmap resolution viewmode.