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Blotchy Lightmaps

polycounter lvl 17
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beancube polycounter lvl 17
Hey guys,

Found a few previous threads similar to the problem im having but nothing for solving this.
lm_blotch_udk.jpg

*Ive turned the Indirect Normal Influence to 0.000

*LM UV's are spaced cleanly and that back cupboard mesh is set to 1024*

Not sure what else could be causing this random effect?
It seems only to be on a handful of meshes in the scene - the rest are as expected

Thanks in advance, BC



Textured view in the link if you want.
http://www.beancubeoflove.com/APARTMENT.html

Replies

  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    Are the UVs stretching? I've fixed similar issues with making sure the UVs aren't stretching.
  • Oniram
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    Oniram polycounter lvl 17
    in the scene im working with, i get that issue mostly with 1 of 2 things.. reflective maps, and emissive lights. so far either of them are prone to give blotchy lightmaps. i dont know why but just as a test try taking off the refletion map (or at least it looks like u got one), and see if it gives the same result.
  • beancube
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    beancube polycounter lvl 17
    cheers guys, ill have a look over my materials. I think i was playing with emmissive on the cupboards before.

    Post up a conclusion a bit later!
  • beancube
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    beancube polycounter lvl 17
    Updated to March Build of UDK.
    Was previously using an early 2010 build...haha!

    The lighting was pretty jacked when coming over, so im starting again :)

    Ive replaced the main light with a "DominantDirectional" ((before was using a default Directional) which has seemed to fixed a hell of alot of the random blotchiness since in my previous shot.

    See how i go from now on, cheers.
  • beancube
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    beancube polycounter lvl 17
    Alright guys im back again! haha

    Was able to reproduce the problem , and found the setting causing this.

    lightmass_ao_blotch_01.jpg

    Under the LightMass properties - Checking the Ambient Occlusion Tickbox will cause the random blobs on my meshes. The only affected meshes were mainly the cupboards as this 1 object is made out of many elements.

    Any of you tech savvy dudes could explain why these kinda of meshes play up?
    ( also dont seem to see much difference with the AO turned in this instance)

    Back to Udk'n then, cheers.
  • Snight
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    Snight polycounter lvl 16
    You could try turning down the Indirect Normal Influence boost in the Lightmass world properties and see if that fixes your problem.
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