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Why is my static mesh importing darker and shiny?

This is the first time I've encountered this problem after many static mesh imports, can't figure out what I did wrong. When I import this mesh it comes in darker than a usual static mesh. It also seems to have some specular properties that are picking up the emissive lights in the room.

I've double checked the geo and it seems to be in order. Lightmap and UV also seem to be in order.

Any help would be great. Thanks!

alt text alt text

Product Version: UE 4.11
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asked Sep 28 '16 at 08:23 AM in Using UE4

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mikegarn
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Hi mikegarn,

With this area looking indirectly lit the shadowing differences you're seeing is caused by lighting for each actor being handled by a different thread when it's computed. It's harder to see with the with the world grid material, so if you use a base color like white it's much easier to see the disparity between the pieces.

This can help you from the wiki for lighting troubleshooting and tips with some suggestions to improve this or alternative options to take: https://wiki.unrealengine.com/LightingTroubleshootingGuide#Shadow_Seams.2FShading_Differences_with_Indirect_Lighting

-Tim

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answered Sep 28 '16 at 01:38 PM

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Tim Hobson ♦♦ STAFF
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avatar image mikegarn Sep 30 '16 at 06:17 AM

Thanks for the help Tim. I did what the documentation said and nothing changed. I still have these white parts on the mesh that shouldnt be there. I'm not sure if we're talking about the same thing. I found another mesh doing the same thing in another part of the scene. Here's some screenshots where Ive drawn a square around the white areas to clarify. Thanks again for the help and hopefully there's a fix to this.

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avatar image Tim Hobson ♦♦ STAFF Sep 30 '16 at 01:30 PM

Yeah I think I misinterpreted a little from your initial post.

Do you have any backface to the mesh? Looks like the mesh has some backlighting on it, but really hard to be sure without knowing all the lighting setups here for the composition of the scene, more about the mesh in question vs the difference with others in regards to its construction.

If it's really only happening with this mesh it may be better to upload it here and I can have a look to see if anything stands out that is wrong.

avatar image mikegarn Sep 30 '16 at 06:29 PM

Yeah probably be easiest to just take a look at the mesh yourself. Here's a link to it.

https://drive.google.com/open?id=0B1Q0i-UuKNGgaWdvMF9FZExOS00

avatar image Tim Hobson ♦♦ STAFF Oct 03 '16 at 03:01 PM

Thanks for the test asset.

After looking at it I can see that the Normals are not aligned correctly which is causing lighting and shadowing issues.

Here's the test asset original and corrected demonstration.

alt text

Once correcting the normals (which can be done inside UE4) everything checked out and worked as I would expect.

To fix the issue in UE4 do the following:

  • Open the Static Mesh Editor

  • Under the Build Settings enable "Recompute Normals"

  • Hit Apply and then save the asset.

This will correctly align the normals to the faces. Right now they are a bit askew.

-Tim

normals.png (76.7 kB)
avatar image mikegarn Oct 03 '16 at 05:03 PM

Yep that was the problem, thanks Tim! You're a real hero!

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