Lightmap problems

I have made modular walls and I have also made Light Maps for the modular set. Every time I build the lighting i have these problems where each individual piece does not blend well at all in shaded areas:

When I build the the walls outside of the interior it is perfect:

I have tried upping the resolutions of the lightmaps of all pieces and still nothing.
Also the ground and roof are the same model and lightmap and the ground shadows are good and the roof looks bad. not sure why.

thanks

try to play with light setting in world settings: num of indirect, world scale and etc.

I tried changing those settings and end up having the same results as before. Not sure why this is happening.

When I started working with UE4, I encountered the same problem, the answer I was given was something along the line of “different pieces will be rendered by a different cpu core, and there will always be different results”. I don’t know the science behind this statement so please take it with a grain of salt, I accepted the answer and dropped that kind of modular assets for ArchViz for good (it was roughly 2 years ago, I moved on).

You can tweak the settings for absurd quality and you might be able to fix it or get really really close, but as far as I know, most artists create artificial seams to avoid this issue (imagine sci-fi corridor with something in between each wall tile). I don’t think this is the way to go at all.

Assuming you have good UVs for the lightmap.
and
Assuming you have the correct UV index for said lightmap,

Check out this video:

Lighting & Rendering in Unreal Engine: An Evening with Epic Games
here:

then,

You should read this ENTIRE thread:

best of luck

The probles occurs when you build in Preview quality. Switch to Production and it will look sweet.

Hi!

The solution is static lighting level scale: 0.1
Smoothness: 0.6

All those shading differences will disappear! :wink: