I got a bunch of static meshes which is next to each another (see the image), and get this problem with shadows baking problem where the edges meet. Do I need to weld everything together? Would really like to avoid that, because I wanted to keep meshes as instances.
Any ideas how to avoid this?
Replies
If there's more geometry "around the corner" of those edges where the shadows appear then you need to split the light map UVs along those edges and make sure there's enough texture padding between the UV shells/islands.
I hope that helps.
If I move the railings apart, the ends are open, if that's what you mean? So the two railing edges meet up together, vertex to vertex.
If it's not that, then I'm wondering if it's an Ambient Occlusion rendering error.
Try disabling AO in View -> World Properties -> WorldInfo -> Default Post Process Settings -> Allow Ambient Occlusion, then rebuild the lighting.
EDIT:
Here's a excerpt from a post I made a while ago on light map UVs just in case you need it.