black rips and triangles in all static meshes after lighting build
Hi there, I am having huge problems building lighting in UE4. I get artifacts all over the static meshes, they seem to be rips or black triangles. It doesn't matter whether there is a texture on the model or not, they are there regardless. The models are all photogrammetry sourced but have had their lightmaps generated in UE4 at 2048 res. I have tried almost all iterations of the rebuild settings in the static mesh editor but cannot seem to get rid of the black triangles unless I go completely dynamic lighting which I would prefer not to do. Please help, as I am going nuts trying to figure this one out!
asked Oct 18 '17 at 12:09 PM in Rendering
Commonly, it is caused by improper UV layout for lightmapping. Make sure your UV channel 1 contains a proper unwrap,without any overlaps.
answered Oct 18 '17 at 12:28 PM
Normals of your Model Pointing the wrong direction?
answered Oct 18 '17 at 01:49 PM
I'd say the padding is too low in your lightmap and you could get light/shadow bleeds... Also another idea: have you tried 2 sided material /if it's a problem with normals maybe.../
Good luck! :)
answered Nov 08 '17 at 04:32 PM
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