Light Bleeding when using a single floor for many rooms
I'm experimenting with lightmaps and there is one artefact I don't understand. It looks like at some point it doesn't matter how many pixels to put between UV shells or how high the lightmap resolution is - the light bleeds anyway. Not sure whether it's me doing something wrong, a bug or just how lightmaps work so any help will be appreciated.
I've prepared a simple project to showcase the artifact. There are 2 maps in the project:
It feels like the indirect lighting stops to care about the walls or uv-shells at some point.
The solutions I've found so far:
Is there something else to look at? It would be great to get a robust solution with the solid floor as it's done with the modular geometry.
P.S. The blend & fbx files can be found here: UE4Tests/Assets/Blender.
asked Aug 01 '17 at 10:57 AM in Rendering
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