Light bleeding with static mesh and BSPs
being new to Unreal Engine 4 I built a building using only BSPs Boxes (Walls, floors, ceilings, doors, windows). My goal is to do this with some other buildings as well and then convert them into a single static mesh to be able to place them in one piece.
However, I am experiencing light bleeding at edges between two boxes, for example wall and floor and even across the whole ceiling. I tried some solutions from other questions, such as messing with shadow bias and shadow filter sharpen, but nothing really seemed to work out well. I converted the bsp boxes to one single static mesh, which has the exact same bleeding.
Anything else I could try?
I do have a couple of things you can try and information you can provide that would help me offer some other solutions as well.
If this is a static mesh, you may just need to up the lightmap resolution, which is defaulted to 64. Since this is a larger meshes it will need to be higher since the UVs are using more space in the lightmap texture.
If this is still a BSP, select all the box brushes (excluding the subtractive brushes) and go to the details panel and set the lightmap resolution to 16, 12, 8, or 4. BSP's work in reverse of what static meshes do for their lightmap. A lower resolution will give you better shadows with this. Try 16 and work your way down until you find a resolution that works for you.
Something else to try is to build lighting on Production mode vs the default Preview mode. The lighting and shadow quality is much higher here. Often using production will block light bleed that happens in lower levels.
Give this a try and let me know.
answered Jan 02 '15 at 07:58 PM
Tim Hobson ♦♦ STAFF
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