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Shadows problems in few objects

Hello There,

I am having problem with the lightt map and shadows on the object attached.

The object have 2048 lightmap resolution and all the settings are in epic and production setting for the light built.

It seems that if i go higher with the lightmap the problem looks more define but it never goes away.

Any suggestions?alt textalt textalt text

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sh01.jpg (114.7 kB)
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asked Dec 16 '14 at 07:02 PM in Rendering

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JoseG
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avatar image JoseG Dec 16 '14 at 07:04 PM

alt text

I forgot to attached the first one :)

sh01.jpg (114.7 kB)
avatar image AndrewHurley Dec 17 '14 at 03:27 PM

Hello JoseG,

Sometimes increasing the lightmap resolution is not the best answer, and can actually do more harm than good because that large lightmap information and rendering power could be used somewhere else where it is more needed. A few quick questions, does your doorway have a material with a normal map on it?

Also, are you generating lightmap UVs for this object and applying them to the correct 'Lightmap Coordinate Index'?

Here is an example of generating lightmap UVs for a static mesh that I converted from a BSP, and then applied those lightmaps to the appropriate coordinate index.

Generate Lightmap UVs alt text

Notice the spacing of the geometry in the 0 to 1 UV area. I am able to get some good detail on this mesh because the light is able to hit each face cleanly and efficiently.

I hope you are able to extract some good information from this, but if you try the suggested approach and are still experiencing this issue let me know and we can try something different.

Thanks,

Andrew Hurley

avatar image JoseG Dec 18 '14 at 12:24 AM

Hello Andrew,

I tried your approach and I ended with the same result on the same areas.Attached you can see the images. The lightmap is 2048

I do not have any normal map in my material.

Should I split the object in smaller pieces in my light map in order to use more space in my canvas?

alt text alt text alt text

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1 answer: sort voted first

Hey JoseG,

This issue you are seeing is caused by the texture sample you have plugged into the 'Roughness' pin. I am not sure what you are trying to do, perhaps have a roughness mask using that texture sample? Eitherway, unplug your texture sample from roughness and replace it with a 'Constant Vector' with a value of 0.3 or something around there. Also if it is a metal object you are applying your material to, you can change your metallic constant to something like 0.5.

Thank you,

Andrew Hurley

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answered Dec 18 '14 at 02:27 PM

avatar image JoseG Dec 18 '14 at 05:31 PM

Hi Andrew,

The texture i plugged into Roughness is to have imperfection in my reflection. Where would you put it?

I did what you suggested and the shadows did not change. Do I have to rebuild the light in that case then?

Another question I have is:

Why my metalic reflective materials are so noisy? I am lighting the scene with a bp_lightstudio hdri that come by default with unreal.

avatar image AndrewHurley Dec 18 '14 at 06:22 PM

Yes, rebuild your scene and see if that fixes the issue.

As for masking out the the roughness to get variation with your reflections try using this approach.

Roughness Mask Set Up alt text

Could you show me what you mean by noisy?

Also I am not familiar with the 'bp_lightstudio hdri' you are mentioning. I would try to use point lights for your indoor areas, and a directional light to illuminate your level from the outside.

roughnessmask.png (142.1 kB)
avatar image JoseG Dec 20 '14 at 12:28 AM

Hello Andrew,

I rebuilt the light and the shadows were still there.

I am not sure if everything has to be with the hdri lighting setup attached you have the picture of the setting for the hdri.alt text

attached the picture with red circle to see were the noise appears i cannot get a clean picture with the reflective materials. that blue material does not have any map on the roughness only a constant vector.

alt text

alt text

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avatar image AndrewHurley Dec 22 '14 at 07:45 PM

Hey JoseG,

So there are a lot of settings that can have an effect on the lighting within your scene. This blueprint you are using to control the lighting in your level seems to have a lot of control over your scene. One of the larger effects you are going to see within this blueprint would be your 'Ambient Cubemap.'

This cubemap is your ambient fill light based upon the texture image within this section. The grainy effect you are seeing is actually not a shadow, but more than likely your 'Post Process Settings.'

Post Process Grain Settings alt text

Like I said, your blueprint seems to have a lot of control over your scenes look and feel, but since there are a lot of individual parameters which you can scale you will need to mess with these values until you find the correct feel you want.

Thank you,

Andrew Hurley

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