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Setting global illumination

Hi, I've been adjusting light effect recently and i have three questions:(PS: all the uasserts in my project are loaded dynamically WITH c++ code.)

First, in the process, i found the effect very strange. The bed in following two pictures looks very different even if they have almost the same lighting setting. The bed in pic1 is almost black,very different from the sofa in the same picture. Do anyone have any ideas?

Second, why the models in my scene(pic1 and pic2) have no shadows made by indirect lights as in the pic3 and pic4.

Third,why is there a lighting leak in the corner of walls (shown in pic5).

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Product Version: UE 4.9
pic1.png (679.7 kB)
pic2.png (678.2 kB)
pic3.png (721.0 kB)
pic4.png (822.8 kB)
pic5.png (603.7 kB)
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asked Jan 11 '16 at 09:20 AM in Rendering

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I could be wrong, but it looks like a lightmap issue. Do you have a second UV channel for your lightmap properly set up?

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answered Jan 12 '16 at 07:14 AM

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avatar image AmyLin Jan 18 '16 at 03:31 AM

Do you mean the first question? No, i don't have any second UV.

avatar image jamesonart Jan 18 '16 at 06:13 AM

Take a look at this. It's for UDK but the same applies for UE4. If you're not generating your lightmap channel in UE4, you should set one up in your software of choice.


avatar image AmyLin Jan 19 '16 at 06:03 AM

Thanks a lot. I read the link and i found it's related to static mesh. However, my uasserts are all loaded dynamically at runtime. So, i think it has little to do with second UV. Am i right?

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