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Differences in brightness of meshes

Howdy :D i tried building a room using some prepared parts i modeled using cinema4D, they are quite simple as you can see and they have the same material (all options are the same too) but i still get those differences in brightness. It would be awesome if someone had an idea how to fix this! :)

alt text

Product Version: UE 4.13
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asked Nov 09 '16 at 01:10 AM in Rendering

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avatar image Night Watcher Nov 09 '16 at 03:59 AM

I can't really tell what the issue from just the screenshot. It can be that your wall UV are not using 0 to 1 space, and they are overlapping. Maybe your light is not bouncing properly, did you try to use a skylight? Can you post images of your lighting setup, and you meshes UV?

avatar image RonnyNeumann Nov 09 '16 at 04:23 AM

Hi Night Watcher :) the uvs and the setup should be ok i think: alt text alt text alt text

I noticed that the error disappears when i adjust the Indirect Lighting cache Quality from ILCQ Point to ILCQ Off. If i change the setting to ILCQ Volume the difference in brightness is far less noticable. Maybe that can help in figuring out the source of the problem and in finding a solution. alt text

Let me know if you need more detailed screenshots of the settings from the lightsources :)

uv_001.png (430.9 kB)
uv_002.png (361.2 kB)
setup.png (2.1 MB)
dtile.png (2.3 MB)
avatar image Night Watcher Nov 09 '16 at 07:28 AM

Check out this guide to troubleshoot lighting in ue4: https://wiki.unrealengine.com/LightingTroubleshootingGuide

avatar image Night Watcher Nov 09 '16 at 07:32 AM

Also what do you mean by difference in brightness, can point out the two areas that have a different brightness?

avatar image RonnyNeumann Nov 09 '16 at 11:21 AM

Thanks for the link, i will go through it right away :)

the two meshes have the same material: alt text

avatar image S-ed Nov 09 '16 at 12:35 PM

Looks like a ligthmap issue. Have You looked in Unlit mode? https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem

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