Lightmap Schaddow Bleeding
I know this has been discussed a lot and I read many threads in here and all over the www but I couldn`t find anything that was helping me solve my problem. Btw, I never worked with Unreal before Unreal 4.0!
I have a static mesh, build in maya 15 on a windows machine, that I want to use a in a scene within UE 4.5.1. My problem with this is, the lightmap just isn`t gonna give me the result I`m looking for. Even though I managed to minimize the occurrence of shadow bleeding, there ist still some noise I just can`t get rid of. Here is what I tried so far:
Is it pissible, that my static mesh is to thin to recieve proper lightmap informations?
Btw, I turned off AO just to make sure not to have it fool me into thinking it was the lightmap, when it really was the AO. but that didn`t help either.
It took me forever to try everything back and forth, read articles, watch videos and so on, but nothing really solve it for me which is really frustrating. When I consider that there are many modular pieces for a big and complex scene waiting to be imported, i can only pray this isn`t gonna be an issue to that extend for each and every mesh!
Is there something I am overlooking? Somthing else i can do to solve this? Or is the only way to try and hide it with the texture map or maybe even have it cast dynamic shaddows??
asked Nov 02 '14 at 11:50 AM in Using UE4
Ok, so I played with deffrent settings some more and I cam up with an almost perfekt result. I had maya autogenerate the lightmap UVs, then I cut every single uv edge and had them layed out using mayas 64 spacing preset. In unreal however I had to raise the lightmaps res to 256 for this result, but since this object will be placed hundreds of times in the my level, i really don`t want the lightmap res so high. not everyone has 8gb video memory just to have lightmaps load fast enough.
answered Nov 02 '14 at 01:01 PM
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