Lightmaps causing strange results
I can't seem to get the materials to show up properly, and I suspect it might have something to do with my lightmaps. They do begin to look better as I increase the lightmap resolution on them, but I don't think I need to get to 1024 on a tiny door lock for it to display properly.
The handle below has a strange blockiness to the chrome material.
Here is a shot of it in the static mesh editor with the UV channel displayed. It looks great in here...
Here is the door lock.
And here in the editor.
Anyone have any ideas on this?
asked Feb 16 '15 at 05:55 AM in Rendering
So, after messing around for the past hour, i found that if you change your directional light to Static or moveable it fixes the issue, if you put it to station the artifacts/banding comes back. Hope this helps someone!
answered Oct 11 '15 at 11:27 AM
You need to actually check Channel 1 instead of 0 for lightmaps. In case you dont have one, just click "generate lightmaps UV's" and press apply. the way its set now is that it will look at channel 0, and use those islands to create a lightmap uv for channel 1.
alternatively set "Lightmap coordinate index" to zero. (but only if there are no uv's mirrored/outside of 0-1 space or overlapping).
Follow this question
Once you sign in you will be able to subscribe for any updates here