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LOD lightmaps differ, ugly results

Hi all,

I have setup some LODs for my static mesh and the baked lighting is differing between each level causing nasty shadow anomalies. Both meshes have identical 2nd UV sets (basically an Atlas Projection) with the poly faces being in identical positions, size & orientation on the UV space.

Is there anything I can do to reduce this? or should be doing?

alt text alt text

Kindest regards in advance, Matt.

Product Version: UE 4.12
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lodissue1.png (68.4 kB)
lodissue2.png (69.2 kB)
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asked Jan 16 '17 at 09:36 AM in Rendering

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fallingbrickwork
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Hi,

Right now it seems that each LOD bakes its own lightmap at lower resolution instead of using lightmap from highest LOD. This is somewhat covered in this post.

However that should not cause these artifacts. Give each LOD its own proper second UV second and check that UV shells have sufficient padding to ensure for lower lightmap resolution for your LODs

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answered Jan 16 '17 at 01:10 PM

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Deathrey
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avatar image fallingbrickwork Jan 16 '17 at 03:37 PM

Thanks for taking the time to reply.

I understand what you are saying regarding the lower LOD getting a lower res lightmap. My issue though is the lower version (left image) is correct, it's the higher res version that has the artifacts.I will rework the 2nd UV channel to see if I can get a better result.

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