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"

Strange shadow striping on Lightmass baked maps.

Hello. I have this issue where Lightmass shadows get this weird striping. The lighting build is made with 512 shadow map resolution. I'm pretty sure the UVs are correct, because I get no bleeding anywhere, and there aren't any issues with dynamic shadows. However, baking Lightmass returns these shadows. Here are some screenshots along with UVs.

alt text

alt text

Product Version: Not Selected
Tags:
capture.jpg (224.2 kB)
capture2.jpg (254.2 kB)
more ▼

asked Aug 02 '14 at 06:39 PM in Rendering

avatar image

Artistical
35 10 13 15

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

1 answer: sort voted first

You need to take some time to lay out your lightmap UVs manually. It looks to me like a lot of your scene is only one model. It's best practice to split your scene up into smaller models for various reasons (culling, modularity, etc) and also for lightmapping. It's much more efficient to have several small lightmaps as opposed to one giant 512 lightmap.

The issue here is that you're splitting up flat parts of the model into individual UV islands. You really need to keep floors, walls, and other planar areas each in their own contiguous islands, regardless of how many tris they're actually made up of. Yes, that means most auto UV tools won't work, but that's the price you pay for having nice lightmaps.

more ▼

answered Aug 02 '14 at 08:20 PM

avatar image

James Ordner
382 16 17 25

avatar image Artistical Aug 02 '14 at 08:41 PM

They are painstakingly manually made. Oh well. Looks like I'm gonna have to slice the original model in more parts then.

avatar image Artistical Aug 04 '14 at 10:38 PM

Thanks for the link, but I've followed those tutorials ever since Unreal Engine 3, so UV mapping and the like isn't new for me. As a matter of fact, the mesh seen in my screenshots is a port from a roughly three times larger one from UE3, which works fine. The striping only happened with this one once I broke it down.

avatar image James Ordner Aug 04 '14 at 10:47 PM

If you're breaking up the floor into different pieces that will cause striping. You want to break it up to where the walls are separate from the floor, but don't break up the flat areas themselves. For example, a wall should be one solid piece, but separate from the floor (which is also one solid piece). Another way to put it would be to say break up the pieces wherever there is a sharp angle.

(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