hi there guys im working with a group of classmates on a university project and we got some issues with our udk lighting i was hoping you guys could give us some help on fixing it
what we wanted to do here is we used lightmassimportancevolume and put a light inside the building to make the light shine out
![53325882.jpg](http://img217.imageshack.us/img217/7232/53325882.jpg)
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In the StaticMesh properties (double-click a mesh or select it and press 'F4') there should be an option to set "Cast Shadows as two-sided" as true. Either that or it is a property in the Material Editor, I can't remember.
If that doesn't help, is your building mesh air-tight?
It looks like your lighting is based on the vertex of your meshes.
http://udn.epicgames.com/Three/LightMapUnwrapping.html
The settings should be OK as is for the purpose of this mesh.
Then in the right-hand pane, change the 'Lightmap Channel' to '1'.
This creates a unique mapping channel that you can use for lighting, although it's by no means perfect.
Edit: And yup, air-tight means a single mesh with no holes or gaps
- edit
we ended up not going for a light inside the building that would shine out of the windows instead went for emissive textures
http://moshbeast225.deviantart.com/#/d4hxxfy thats the entire scene if anyone is interested and thx for all the help guys
In future, you could always have a look at Interior Mapping. Although the material network can get a bit mental.
That and it's probably just better to model the interior