Shadow Bleeding on flat surface
Hi My Savers
I'm encounter this problem for afew days now. really could find a solution.
As im doing cabinet with timber finish, after build the lighting, the shadow on different surface are going crazy.
so i have increased the light map resolution, it helped but still able to see the uneven shadow and i try to find the problem on the UV lightmap, have fixed the spacing between it to allowed some breathing space, it does not work too.
Please let me know if im missing anything, as im just start to learn Unreal there are lots of thing to learn.
Fixed it! I'm not sure the theory behind it. Or does this problem happens to everyone but this is what i did :
To My case i have key-in Value (2000).
I'm not too sure how is this affects the shadow bleeding problem, maybe is calculation error or something.
Maybe if some-one knows about it could help explain?
Did you get error message on light build about overlaps? Sometimes UV's get stuck exactly on top of eachother.
Can you check your lightmap density mode to make sure your UV is 512? (sometimes people accidentally set resolution overwrite on the model inside the level, so they think it's 512 but it's actually 64).
I don't know the exact problem here, but regardless you probably want to rework those UV's anyway, that's ALOT of wasteful padding. Are these pieces moving/dynamic? if not I would just cut them togheter so that you can create a seamless UV across the entire thing, then you won't need any padding.
answered Jun 30 '16 at 08:24 AM
I am not sure whether you have all the meshes attached or as individual modular elements.
You can try this,
Also, under your 'World Settings' there is a 'Lightmass Settings' section. Play with the value that you find here. Change these values by small amounts to see the differences.
I hope this helps!
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