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Specular through the wall (bug?)

I have a problem with specular rendering. It seems that a static mesh (its material) reads specular effect from light which is behind a wall.

Perhaps the problem is due to usage of BSP box as wall.

Is there any way I can fix this? I send an example image:

alt text

Product Version: UE 4.9
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wall_spec.png (587.6 kB)
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asked Nov 18 '15 at 03:33 PM in Rendering

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I1ariusz
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avatar image Jacky Nov 18 '15 at 03:35 PM

Can you also post some in-editor screenshots that show the light's radius and the wall's geometry please?

avatar image I1ariusz Nov 18 '15 at 03:50 PM

Thanks for the answer. Point Light attenuation radius is 500. Here are some more images:

alt text

alt text

wall_spec_3.png (115.5 kB)
wall_spec_2.png (282.8 kB)
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1 answer: sort voted first

Hello l1ariusz,

If you adjust your lights attenuation radius to inside the room to something inside the room does this issue still happen?

You may look into converting the BSP's to static mesh's and adjusting the light map resolution to something like 512. Typically BSP's are meant to be building blocks witch which to block out levels with. Getting a general Sense of how the flow of the level is going to go and where future assets will be placed. Also, creating walls that are not part of the ceiling can also cause this. In the future you may want to make your walls and ceiling out of one "Additive" BSP and hollow out the room with a subtractive BSP.

Let me know if these troubleshoots work for you.

Logan

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answered Nov 18 '15 at 08:12 PM

avatar image I1ariusz Nov 19 '15 at 09:51 AM

Thanks very much for your answer. I will try steps you`ve suggested. Eventually perhaps changing BSP model of a wall to static mesh (not even converting) may be the answer.

avatar image I1ariusz Nov 19 '15 at 09:52 AM

Thanks very much for your answer. I will try steps you`ve suggested. Eventually perhaps changing BSP model of a wall to static mesh (not even converting) may be the answer.

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