Question about lightmap seams
Hey so I pretty much asked this question in another question, but since I didn't get any replies I thought I would try again with a clearer example.
Basically I want to know why I'm getting these seems once I bake the lighting of these two walls. I want to build some modular kits and I don't want to run into this problem because in order to build the kit I would have to make pieces with seamlessly "snap" onto each other, and this is going to be a problem.
In the example I'm using the same mesh for all the walls. It's just a 200 by 200 cm plane with UVs taking up the entire space.
Much appreciated for any insight you guys can give me!
asked Nov 09 '15 at 12:03 AM in Rendering
You will likely notice these seams with any assets that have planar faces that are aligned together due to the way indirect lighting is calculated in UE4. It's a known artifact that isn't a simple 1, 2, 3, fix. And while this is a known issue, it's not likely to be resolved in the near future.
However, you can have a look at this thread on the forums for some ways to get better results: https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem
So to go over some of the key points: - This is an issue withe static indirect lighting (GI). - Each asset is handled on a different thread when being calculated so this is why you get the seam
You can reduce these artifacts by doing the following: - Snap the Lightmap UV hard edges to a correctly scaled grid for your target texture resolution - Use larger wall piece rather than over using modular design - Use other geometry to mask the edge seams
answered Nov 09 '15 at 06:53 PM
Tim Hobson ♦♦ STAFF
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