x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

LightMap Bleeding in Dark Areas - Modular Pieces

I have created a test scene of a small room using the walls that comes with the starter content and a single direction light, skylight and LightMass Importance Volume. There appears to be a huge shadow bleeding across the corners of the room. I also tried increasing the lightmap resolution but the problem still exists.

Please let me know what I am doing wrong.

Thank you,

Here the screenshot alt text alt text

Product Version: Not Selected
Tags:
more ▼

asked Jul 08 '14 at 02:20 PM in Rendering

avatar image

Shantaram
91 12 21 27

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Some things to try

  • Make sure there are no gaps between your walls. It looks like there is one at the top

  • Make sure the walls are thick enough to avoid leaking. Sometimes you have to place a 'shell' outside of interiors to prevent leaking, have a look at the Realistic Rendering sample.

more ▼

answered Jul 08 '14 at 05:25 PM

avatar image

DanielW STAFF
1.9k 31 11 72

avatar image Shantaram Jul 08 '14 at 06:47 PM

I close the gap but the problems still exists. Is there a way to avoid placing shell outside as I am creating a house where player is able to walk inside and outside freely?

avatar image Tim Hobson ♦♦ STAFF Jul 09 '14 at 06:20 PM

Using Daniels suggestions I've put together a small scene using the starter content and the details you listed above. You can download that here and open this map with any project that has the starter content.

This map includes the walls as they are with the starter content, a set that have been widened to 1.5 their original thickness, and a setup of ones that are twice as thick as originally were. The image below is of the walls at twice the thickness.

alt text

You will notice that the shadows in the map on the edges of the models are bleeding. This is because the Lightmaps need to be adjusted in a modeling software to take into account the resolution they are targeting.

You can read some information here on World of Level Design.

This will walk you through setting up your grid in your UV unwrap to match your resolution for your intended lightmap size. This does use Maya for it's setup but this should be possible in other modeling software that uses UVs.

Tim

lightbleed.jpg (26.2 kB)
avatar image Shantaram Jul 10 '14 at 01:50 PM

Thanks for putting up scene together and Link for explaining the how light map works. Clear a lot of things about light map and how to setup the scene.

Thank you

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question