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UDK light map issue with multi-sub mats in MAX?

polycounter lvl 8
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P442 polycounter lvl 8
So, I am using 3DSMax and when I build my static meshes, I build the lightmap with it, as I think it works better than the ones you can generate within UDK. Right?

When I have a standard material assigned to my prop in Max there are no issues with the lightmap importing into UDK when I import the Static Mesh. HOWEVER, if I have a Multi-Sub material assigned in Max, and even though I build a non overlapping lightmap on the second UV channel of my geometry and have maps on each material ID I am using in the diffuse channels, I get the layout is overlapping or out of 0-1 space error pop up when importing the mesh into UDK.

So the cause of this I now know is the use of a multi-sub material in MAX. Does anyone know how to resolve the lightmap issue? Or is this just a UDK bug that I have to live with and cannot take advantage of multiple material ID's?

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  • cholden
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    cholden polycounter lvl 18
    I'd agree manual control of the lightmap can be better. I always do this.

    I have multisubs in a UDK level right now, so that works fine.

    You're getting the error pop-up. Does this mean it's also rendering incorrectly? Cause if it works, I'd probably disregard it. If it's broke, the first place I'd check is the Map Channel of all your textures in the multisub be set to 1.

    If, however, you're using different UVs for different materials in the multisub, you can move them all to the channel 1 and this should work. That actually got me when I jumped into unreal after working on a game that used different UV channels for different reasons.
  • P442
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    P442 polycounter lvl 8
    cool, i'll look into it
  • Daven
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    Daven greentooth
    So, I'm having this same problem right now with some trees. Here's my process.

    -Tree trunk unwrapped on first MAT Channel
    -Leaf planes unwrapped on second MAT Channel
    -Apply Multi-SO for each material
    -Nothing overlapping for lightmap on Map Channel 2 (via Flatten and various different custom unwraps)
    -Export as .ASE with appropriate parameters checked off
    -Import into Unreal - "Warning: The light map UV set for static mesh [StaticMeshFactory_2] appears to have layout problems. Either the triangle UVs are overlapping on another or the UV are out of bounds (0.0 - 1.0 range.)

    Here's some images:


    Multiple Channels for multiple materials
    screengrab_20110903182213.png

    Map channel 2 light map unwrap
    screengrab_20110903182235.png

    Imported mesh UVs
    screengrab_20110903181912.png

    Newly generated mesh UVs
    screengrab_20110903181929.png

    Trees without shadow have Multi-SO applied while the tree without Multi-SO casts shadows
    screengrab_20110903175259.png


    I've checked object properties and made sure dynamic shadows were on but nothing really seems to help after that first error. Any help or tips would be appreciated as this is driving me crazy.


    Here's a cute hedgehog for your troubles
    2722442937_432af07a24.jpg
  • Daven
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    Daven greentooth
    Nevermind, I got help from the Mr. Vangorders. Turns out my texture maps being applied were fucking it up. Not sure why, not sure that I care. All I know is it works now.
  • sprunghunt
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    sprunghunt polycounter
    the red UV's' happen anytime you have UV channels out of the 0-1 range. It's not always a sign of something broken.
  • Daven
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    Daven greentooth
    I double checked each time to find anything out of the bounds but I couldn't find anything. Maybe I'd missed it but it honestly seemed like it was screwing up for no reason.
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