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Lighting LOD issues on Static Meshes

polycounter lvl 17
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Incomitatum polycounter lvl 17
All my meshes have good 2nd UVs for Light Map info, or in some cases the unwrap was unique enough to only need the first.

The problem I am having is.. what I can only call Shadow LOD.

I have my Light Map Res turned up high on some larger objects, but this setting is not my problem it would seem, by scientific method. It affects all my models regardless of size or Light Map Res.

As I get about 3 feet from ANY static mesh, the shadows shift (sort of downgrade a little); about 10 feet later they shift one more time. Getting closer they have to POP back into their higher, cleaner, resolution.

How can I control how far, and how smoothly this transitions? My meshes look good up close, once the highest shadow level has popped in.

I did a test video a few days ago. And [ame="http://www.youtube.com/watch?v=FTORNyzRKbE"]HERE[/ame] at 720 and about 40 seconds you can see it happen, it shifts in, and then one more time, and then looks it's best.

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