Light Leaking in Corner
Hi, I have problem with light leaking for some time. I tried everything, red everything related to that topic and still can't find solution. Here is what I get
This was built in production quality with indirect light quality of 6 and smoothness 0.75. It looks the same with quality of 10 and smoothness of 1. Directional light intensity is 5 and spotlight intensity is 1. I tried different lightmaps with small and large padding and resolution of 1024 and no matter what I do it always has this leaking in this corner and on the top of that wall. I also tried changing diffuse boost value of that and surounding walls and assests but still nothing.
This is how my latest lightmap looks. No inverted polygons
If anyone has solution or advice for my problem I would be very thankful
I have been running some tests to try and figure out what could be causing your light bleed, and a team member mentioned offset pivots. In other words, go back into your mesh and be sure the pivot for the walls are snapped to the end vertices.
Also you mentioned as soon as you changed the Indirect Lighting Quality and Smoothness, the light bleeding re-appeared. Do me a favor and return all these values to their default state and then rebuild your lighting in 'Production' quality.
Incorrect Pivot Location
I attempted to match the values you mentioned for your lights in the scene to get the closest results.
After you have tried these suggestions, and still are not getting close to the desired results, let me know and we can troubleshoot further.
answered Mar 27 '15 at 08:54 PM
Hi, This problem of light leaking is solved when i change static lighting level scale to 0.4 and NumHemisphereSamples to 512 in BaseLightmass.ini file. If anyone changes the value of static lighting level scale then also make changes in NumHemisphereSamples value.
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