Hey.. Stumbled on another issue I can't quite understand, pic below:
http://i.imgur.com/3GGCl.jpg
As you can see, in circle number 1 and three, the light from the opposite side of the object bleeds through onto shadow. I got rid of that effect by increasing the lightmap resolution from 64 to 256, but that trick did not work for the stone in circle 1, the light from underneath the landscape still bleeds through.
I am curious what can be a possible fix for the stone bleedthrough, and also how come that the border on the shadow which is thrown on the object in circle 3 is crisp and nice, but the light bleeds through on the shadow when it comes to seams?
Regards.
Replies
Have you tried building your lighting in Production quality mode?
Are your UV shells in your lightmap UV set given extra padding?
Are any of your UV shells in your lightmap sitting on an edge (of the 0 to 1 UV Space)?
Have you tried intersecting the mesh MORE-so where the light is bleeding through?
Try setting your Environment color to black.
You haven't provided enough information to help you solve this issue.
I've noticed this also, I just place a gigantic BSP mesh underneath my level and then apply the "remove surface material" material on that. That way it won't be rendered by the engine but it blocks the environmental light coming from below
Provided answers above, but I think I will simply go with a box instead of plane as others suggested. Although, since it is supposed to be a floating island, I guess the issue will go away once I add underside to it.
Thanks for suggestions!