So every time you change lighting in any way to even preview the changes as you make them you have to rebake lighting? Isn't that what preview lighting is for? I noticed in my scene, the lighting doesn't get reset on the ceiling, even though that is also a bsp.
@reiro: I don't think you need two sided geometry or BSP on the other side to get proper lighting and shadows. Are you using Lightmass with a Dominant Directional Light to build your lighting? Is your Environment Color under the Lightmass Settings in the World Properites something other than black? That has a big impact on…
AFAIK light inclusion volumes aren't supported. Static lighting ignores channels and any sort of volume or inclusion settings since it bounces around now. Dynamic moveable lights will still use channels.
fortunately i just found a fix. i was messing around with the Static Lighting Level Scale in the world properties, and it was changed back to 1. when i turn it up to 512 or somewhere around there (had it at 800) the random glowing spots are gone. just found a section on it at the UDN…
@PredatorGSR: As you have said, when you want hard edge lighting on your models break the light map UVs apart where your models have hard edges and be sure to add enough padding. When you want smooth continuous lighting on your models remove as many seams from your light map UVs as you can. You would be surprised at how…
Anyone know If you can remove the 'lighting needs to be rebuilt' message In UDK? I have a scene set up where a lighting rebuild Isn't wanted, so I can't just rebuild the lighting.
i'm using a dominant light to light my scene but my shadows are quite soft - here are the settings i have. not sure if they are right for my "sun" - not sure how to do it. when i rotate it a bit so it breaks my lighting, it has the hard look but once i render lighting it goes soft