Home Unreal Engine

Light bleedthrough issue

Cronnix
polycounter lvl 9
Offline / Send Message
Cronnix polycounter lvl 9
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

  • Cronnix
    Offline / Send Message
    Cronnix polycounter lvl 9
    Edit: the stone issue seems to be within the Environment color lighting it up from beneath.. Dunno really how to work around it, except for placing another mesh underneath.
  • tristamus
    Offline / Send Message
    tristamus polycounter lvl 9
    Do you have a Lightmass Importance volume (probably not the issue, but good to have nonetheless)

    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.
  • Gestalt
    Offline / Send Message
    Gestalt polycounter lvl 11
    Instead of using a plane for the floor use a box. Right now your rocks are getting the light from underneath and it's bleeding over in the lightmap.
  • Xendance
    Offline / Send Message
    Xendance polycounter lvl 7
    Cronnix wrote: »
    Edit: the stone issue seems to be within the Environment color lighting it up from beneath.. Dunno really how to work around it, except for placing another mesh underneath.

    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 ;)
  • Cronnix
    Offline / Send Message
    Cronnix polycounter lvl 9
    tristamus wrote: »
    Do you have a Lightmass Importance volume (probably not the issue, but good to have nonetheless)

    Yes

    Have you tried building your lighting in Production quality mode?

    Yes


    Are your UV shells in your lightmap UV set given extra padding?

    I'm not sure what you mean by extra padding?

    Are any of your UV shells in your lightmap sitting on an edge (of the 0 to 1 UV Space)?

    Nope, it slightly scaled down to not be precisely on the border of UVmap.

    Have you tried intersecting the mesh MORE-so where the light is bleeding through?

    Yes

    Try setting your Environment color to black.

    The shadows then turn pitchblack, which reduces the overall look a lot.

    You haven't provided enough information to help you solve this issue.

    Sorry, new to this, wasn't sure what info was need :(

    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!
Sign In or Register to comment.