Low Poly Landscape Rendering Strangely
I am trying to set up a very simple low poly landscape am getting weird results. Pictures will help explain it better than I can with words. I've highlighted the issues with red circles even though it's pretty obvious.
Playing in editor:
Mesh editor (with UVs showing. Small square is underside of the landscape):
Playing in editor at night (light shines through previously black parts):
3ds max UV map:
A little more information if needed: I've been playing with the UV map for the last couple hours because I thought that was the issue but I'm not convinced it is. I have tried with and without overlapping UVs with countless variations. I am very new with UV maps and could very well be doing it wrong.
For lighting I am using BP_Sky_Sphere with directional light.
The materials are very simple. Base color set to vector parameter and roughness at 1. I have tried selecting "used with landscape" but that doesn't help.
How I made the landscape: In 3ds max I created a box (20,000x20,000x1,000), selected all the square polys at the top and used connect with 1 segment and "100 slide" to make the surface made of triangles. I'm not sure if that is the best way of doing it or is even pertinent. If someone has a better way of "triangulating" square polygons I would love to hear.
Please help! This is driving me crazy!
I have create a test in Maya to recreate what you are having an issue with.
I imported that landscape with a few verts moved into UE4 and built the lighting. I saw a very dark area displayed on certain points on the landscape. My first thought was to go and adjust the lightmap resolution. I changed this from it's default 64 to 1024. This drastically amplified and sharpened the dark areas. Then I considered lowering the resolution to reflect the lower resolution of the landscape.
This did the trick.
These are screenshots of the result and where to change the lightmap resolution.
These are where the settings are inside of Static Mesh.
Hope this helps.
answered Sep 17 '15 at 04:23 PM
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