Bizarre light bleed with baked static mesh
I'd like to preface this with an apology, I have looked through the Lighting Troubleshooting guide and the other light bleed questions on UE4 Answerhub but I can't seem to get this working correctly.
The scene I am working on is made from 5 meshes
All of these are snapped together with no gaps. The only possible exception to this is that the walls extend about 10cm down through where the floor is. The floor and the ceiling aren't a generic flat plane, they are modeled to the shape of the room.
The problem is that light is bleeding through but I don't understand how or what can be done to prevent it. This is what it looks like when baked at Production quality. The point light is centered within the room.
This can happen anywhere on the mesh What's really confusing is in the above two pictures, the UVs for these rooms are about as far apart from each other as they can be. There is also no UV seam or any gap that corresponds with that light bleed. This is the UV set for the floors. The UVs for the lightmaps were made manually.
The floors, ceiling, and walls each use a 2048 lightmap. Going from 512 to 2048 helped a bit with the light bleed but I can't feasibly go any higher than that. I was hoping to stick to 1024-2048 for the walls at most.
The following are the settings used for baking. I tried upping the indirect lighting smoothness as the bake is giving rather large pixel blobs. I also messed around with using a smaller static lighting level scale but the effects generally are worse.
Again, sorry about adding yet another light bleed question but I am absolutely stumped at this point. I am also concerned since I thought this was the right methodology for ArchViz modeling.
Thank you for your time.
asked Mar 04 '17 at 09:04 PM in Rendering
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