Why am I getting Light Bleed with my static mesh?
For testing purposes, I imported a static mesh (with an associated collision mesh with the
Any help will be greatly appreciated. Thanks!
Alrighty Ben, So good news! You shouldn't have to do anything special with your mesh that you've built!
I did two things. I'll post the pics for comparison at the bottom with details.
1) I brought your model into 3ds Max to see if anything stood out. Nothing stood out as abnormal.
2) To make sure nothing was wrong directly related to the UVs I copied your mesh and adjusted the second UV for lightmapping the way I'm used to doing it (as good rule of thumb is, where there is a hard edge, ie. a corner, you're mesh should be broken apart there to keep the lightmap nice and crisp)
Once I had your original and my appended version in UE4 I was able to see a couple of things.
I immediately saw the bleeding your referenced in your original post. In this image here:
I then went to the model where I adjusted the UVs and this is the result:
Both of these models are using the default settings with no adjustments by me at all. This means that the Lightmap resolution was set to the default 64.
To indicate how much this light map resolution setting has in impact I used your original model and checked the box "Overridden Lightmap Res" and set that to 1024. This is the result:
I want to take a moment and stress that while it is easy to adjust settings to get what you want it is possible and can come at a performance hit. The model with the original UVs now has a 1024x1024 texture to "fix" the lightmap issue. However, if you noticed on the one i adjusted I achieved a similar effect with a much lower resolution lightmap that was 64x64. It's something to definitely take into consideration when building your game worlds.
Another consideration would be to build using modularity rather than one contiguous model. Sometimes that may be necessary but you can see a better performance and less of a hit on FPS if you were to build a single standalone wall, a wall with a door, a floor, and a ceiling. There you would have four pieces that you could build infinite # of rooms with and with texturing you could get a much better resolution out of it. Take a look at the Wall pieces that come with the starter content. Just type in "Wall" and take a look at the UVs and what you can do.
I'll send you the FBX with the redone Lightmap to your email.
If you have any questions feel free to let me know. Go forth and design some awesome game worlds!
answered May 02 '14 at 01:38 AM
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