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"

ArchViz lightmap Artifacts/issues

I'm getting dark and light edges where geometry meets up, mostly in corners of walls and where walls meet the floor and ceiling. The geometry is single sided and is not overlapping.

Also in areas where objects meet I get really blocky overly dark shadows, for instance where a door meets the floor. The floor has other areas where the shadows are lighter with a lot of gradients so I know the light map is high enough, but in this area I get really dark blocky shadows.

This is happening all over my project and I cant figure out why. I have upped the res, upped the quality, cut my uv's made my uv's continuous, etc...

Is it possible to get a better quality than this or is this a limitation of lightmass?

Lightmass settings:

scale .1 bounce 10 sky bounce 10 quality 10 smooth 1

Any help would be greatly appreciated.

alt text

Product Version: UE 4.18
lighting-issues.jpg (980.4 kB)
more ▼

asked Nov 30 '17 at 01:59 PM in Rendering

avatar image

6 1 2 6

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

1 answer: sort voted first

There are multiple solutions to this problem. I ended up covering my model with a cover mesh. That way the corners (and the model of the building in general) isn't directly exposed to the lighting. You can use a very low LM resolution to use a very low amount of resources.

alt text

You could also snap the lightmap UV's to the grid of the corresponding resolution. (https://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/?st=jfffzf8t&sh=515252d5)

more ▼

answered Mar 31 '18 at 02:05 PM

avatar image

40 1 3 9

(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