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when I duplicate the object the contrast changes !?

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Product Version: UE 4.10
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asked Mar 03 '16 at 09:56 PM in Using UE4

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avatar image saiffa Mar 04 '16 at 12:16 PM

I also tried to build the light with production quality :\ but its still the same

avatar image saiffa Mar 04 '16 at 04:02 PM

any answer :) ?

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Hi Saiffa,

What you're seeing is the differences between indirect lighting cast between modular meshes. The problem here is that when lighting is calculated for the meshes they are handled on different CPU threads and one does not know what the others was. This can cause the different shades you're seeing.

This can be offset by using some of the methods in this thread here: https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem

This is something that could potentially be improved in the future, but there are not any near future plans that I'm aware of to work on this.

Some things you can do on your end:

  • Use other geometry to mask the seams, like columns, vines, or something that makes sense.

  • Do not break the wall up into as many pieces. This will also reduce the draw calls needed for the extra meshes

I hope this helps.


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answered Mar 04 '16 at 07:26 PM

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Tim Hobson ♦♦ STAFF
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avatar image saiffa Mar 04 '16 at 08:48 PM

I appreciate your help

thank you

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