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Weird problem with Light Map Resolution

polycounter lvl 9
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Veezen polycounter lvl 9
I have weird problem with light map resolution in UDK. I not talking about bleeding.

So I have spent some time on that topic to find out what resolution of light maps is the best for static meshes - I found that 64 is standard. Ok, I thought that is true but not in my case. I also downloaded a free scene made by Jordan Walker's, and I check which resolution he used - there were 32 on prabably every static mesh.
Below you can see that issue. I used 128 but as you can see it looks terrible.

https://copy.com/iuLINmovRYjQ/lm.JPG

I used point light.

@edit
With 512 resolution
https://copy.com/ncRi1X6HUExQ/lm2.JPG

Replies

  • Obscura
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    Obscura grand marshal polycounter
    It looks fine...This is how it should look. But, you can disable the lightmap compression in the lightmass.ini

    Here is the comparison:
    before disabling the lightmap compression:
    JqHZvL5.jpg

    after disabling the lightmap compression:
    l02L0So.jpg
  • Veezen
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    Veezen polycounter lvl 9
    Thanks!!! It's working now like it should after changing light map compression to false in BaseLightmass.ini and UDKLightmass.ini.
  • foreverlost
    I can't believe I found this post within 2 minutes of searching. You've really saved the day. My shadows are 'blobby' like the OP's example, and I still wonder if that should really be called 'acceptable'...at least for a noninteractive portfolio still.

    But THANK YOU for cluing all of us into the compression setting.
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