x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Why do I get bad shadows from my lightmaps?

Hey Guys, I think i have another problem with my lightmaps... After looking at some Tutorials and some very good help here on the site i was able to clear 95% of my lighting issues but also some new problems showed up...

I using two UV Channels, the lightmap Channel is Flatten by a spacing from 0,02 "i tried everything from 0.01 to 0.05" without any difference. I even breaked some of the problematic ares off and put them on a seperate square on the UV grid but for some reasons i get this dark areas on my object and i have no idea why.... the whole light map thing just fu... me up at the moment :-) Just forgot to write the problem appers after the building process so i think it can be just a lighting map issue ?

[IMG]http://i62.tinypic.com/20rtdh2.jpg[/IMG]

Product Version: Not Selected
Tags:
more ▼

asked Apr 02 '14 at 02:44 PM in Rendering

avatar image

A-J-K
46 9 12 17

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

9 answers: sort voted first

To get proper lighting you'll need to use an external renderer like vray or mental ray, all in-engine light baking solutions look awful on custom meshes. Unreal's unfortunately is no better and is infact one of the worse I've ever come accross.

Lightmap baking is full of errors and mis-aligned auto-generated UV's. With complex meshes such as buildings you'll get black areas and areas where edges meet with seems.

more ▼

answered Feb 23 '15 at 08:45 AM

avatar image

Chaoss
6 8 13 19

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Can you post a screenshot of your lightmap UV? I guess those faces are too narrow in the UV and the resolution isnt enough, and that's causing this kind of bleeding.

more ▼

answered Apr 02 '14 at 02:50 PM

avatar image

Jacky
16.8k 671 167 676

avatar image A-J-K Apr 02 '14 at 03:02 PM

I set the the light map resolution for this objetc in UE4 to 1024 and 2048 both resolution provides the same issues...

[IMG]http://i59.tinypic.com/2cjart.jpg[/IMG]

avatar image Jacky Apr 02 '14 at 03:06 PM

Yeah, just as i thought. Those parts are way too tiny so shadows bleed between parts when there aren't enough pixels per UV island.

Is the whole building a single mesh? If it is, i suggest splitting those windows and making them a separate mesh and doing the UV mapping again. You'll have a much better result that way and you wont have to go crazy high with lightmap resolutions.

avatar image A-J-K Apr 02 '14 at 03:40 PM

Jesus so many work just because of this stupid light maps, so the problem areas are to small on the UV Gird ? thats why the black areas appears? Is there any other way to make the black areas gone? like scaling up this individual areas in the light map?

I just tried to detach all 4 windows, than i UVW Unwrapped all of them with channel 1 and 2, but after marking them all and exporting in one file the result look like this... and it is also impossible to give every window its on light map resolution, i can just click the building and apply one light map...

[IMG]http://i61.tinypic.com/22ibr7.jpg[/IMG]

avatar image Jacky Apr 02 '14 at 04:08 PM

You shouldn't combine them during import. Make sure Combine Meshes isn't enabled in the dialog box while you import.

avatar image A-J-K Apr 02 '14 at 04:14 PM

Thanx, I just seperate them, as you wrote the combine Meshes box was checked and i didn't saw it... The problem that i have now is, how the heck i can combine the main building together with the windows ? without any space etc between them ?

avatar image Jacky Apr 02 '14 at 04:17 PM

Drag and drop your meshes into the level, and then enter 0,0,0 for the location of each mesh. They will be placed exactly the same place they were in you modeling software.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

The 0, 0, 0 didn't worked out, second problem is that the main part of the building isn't located at 0, 0,0 coordinates... is there no snaping option for the main object?

I used splited objects by linking them to a dummy in the cryengine does it work maybe the same way in UE4 ?

more ▼

answered Apr 02 '14 at 10:10 PM

avatar image

A-J-K
46 9 12 17

avatar image Jacky Apr 02 '14 at 10:18 PM

It doesn't matter where the object is located in the modeling software. Drag & drop the main building to the scene, set it's coordinates to 0,0,0. Then do the same for every other part.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

First of all, thanx for your patience. ok i got it but i have still problems with the lighting map, every of the 4 big window sets has now his own map, i even set the light map resolution for the windows to 512. I still get some dark areas / spots, i'm freaking out... this f#### lightmaps....

[IMG]http://i62.tinypic.com/4rvzit.jpg[/IMG]

more ▼

answered Apr 02 '14 at 11:27 PM

avatar image

A-J-K
46 9 12 17

avatar image Jacky Apr 02 '14 at 11:36 PM

No problem. Lightmaps can be frustrating at first, but no need to freak out. ;P Upload the fbx file of the whole building to dropbox or wherever you are using if you want me to take a look.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Thanx! here is the building, 3 of 4 Windows are using the same UVs, for the 4 Window a tryed even another constilation but without success.

http://en.file-upload.net/download-8778230/TEST_BUILDING.rar.html

Please let me know after downloading so i can delete the link...

more ▼

answered Apr 02 '14 at 11:51 PM

avatar image

A-J-K
46 9 12 17

avatar image Jacky Apr 02 '14 at 11:58 PM

Downloaded...checking now.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Just forgot to write, the sun needs to shine directly on the face of the building, in other views where the windows are in shadowed ares you can't see the issues...

more ▼

answered Apr 02 '14 at 11:58 PM

avatar image

A-J-K
46 9 12 17

avatar image Jacky Apr 03 '14 at 12:48 AM

Ok, first of all it looks like you detached the windows in a quite messy way, there are floating polygons behind those windows and open edges, etc. I suggest remaking at least those window parts.

Second, if you dont want to be bothered with remodeling, there is a way to get the minimum shadow bleeding.

alt text

Select the front faces of the window, pack them, and toss the rest inside the large frame as you see in the image. That will give you the most pixel space for the most visible parts, and you'll get this;

alt text

Top window mine, bottom yours, 256 lightmap res. The inside of the frames are still a bit blotchy and you can decrease them by editing the .ini file but i dont suggest that if you are making a game.

So in the end the trick is to keep your mesh clean and maximize the pixel space for the most important parts of your mesh, and again, i highly suggest editing this building into a clean mesh with no floating polygons and open edges.

Hope it helps!

uv.jpg (157.7 kB)
screen.jpg (48.8 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Jesus i'm so stupid, i didn't saw the floating polygons, i can't even explain why i didn't saw them... I have a older version of this building, where the windows are still attached to the main mesh. So basically i need just to detach the windows "in a clean way" this time... and the lighting should't be longer a problem ?

what can i say, stupid i :) but many thanx! this wont hapend a second time to me.... I'm going to sleep now but i will try it right at the morning....

more ▼

answered Apr 03 '14 at 01:11 AM

avatar image

A-J-K
46 9 12 17

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Hi, I just tried to extrude just a simple "window" with a clean mesh... but still have the same problems like with the unclean mesh... i even packed the window UVs the same way you did but i still got black spots and issues in UE4. And i'm using a 512 lighting map.... which should be a way to big for a a simple window...

[IMG]http://i57.tinypic.com/107ryw8.jpg[/IMG]

[IMG]http://i57.tinypic.com/ou2v7t.jpg[/IMG]

this is just the window mesh, if you have time maybe you can take another look on it,

http://en.file-upload.net/download-8780604/Window.rar.html

more ▼

answered Apr 03 '14 at 06:39 PM

avatar image

A-J-K
46 9 12 17

avatar image Jacky Apr 03 '14 at 08:30 PM

I can't check the model right now, but if you set the UV's as you show in the images then i'm all out of ideas. :\

avatar image Jacky Apr 03 '14 at 08:36 PM

One last thing, remodel the windows only, building can stay as it is.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

I build this window from scratch to see if the lighting works "for testing", this window has nothing to do with the main building i have send you.

thats not a problem, if you find a free minute today or tomorrow or when ever, please let me know if you found something.

more ▼

answered Apr 03 '14 at 09:14 PM

avatar image

A-J-K
46 9 12 17

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question