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Muddy Lightmaps on Tiny Props

Hey guys,

My apologies if I missed the thread that explains this fix. I've been having issues with lightmaps on tiny props. Everything seems to work fine with larger objects though. I've tied adjusting the size and spacing of my uv shells in 3dsmax. I also tied overriding the lightmap res under the object's details panel and building light with different lighting quality settings. Any suggestions for me?

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asked Aug 02 '14 at 07:13 PM in Rendering

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theblueturtle
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avatar image Jacky Aug 02 '14 at 07:20 PM

It's difficult to see which UV island is that large surface of the switch. You can scale that surface up even more in your UV, right now there is too much wasted empty space. Also what lightmap resolutions have you tried so far? 32 should be sufficient for this but 64 wouldnt hurt.

avatar image theblueturtle Aug 02 '14 at 07:56 PM

I called out the main surface in the screen below. I've tried 32 up to 128 but it doesn't change the result. My original uv layout was much tighter with larger uv shells overall but that's when I first noticed the issue so then I changed the layout to this version in the screenshots. I thought maybe if I gave the uv shells more room to breath it would fix the problem but that doesn't seem to be working either.

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lmuv2.jpg (91.4 kB)
avatar image Jacky Aug 02 '14 at 08:33 PM

Giving more space between island is good thinking but this is too much. Scale that part up as much as you can. If it still doesnt work upload the model somewhere and i'll take a look if you like.

avatar image theblueturtle Aug 02 '14 at 08:46 PM

Here you go. Hopefully you can figure it out.

link text

switch.zip (12.7 kB)
avatar image Fisher007 Sep 18 '14 at 03:44 PM

Did you manage to figure out this issue? It seems that I have the same problem (shadows not making sense) but after 2 weeks I couldn't solve it and it is starting to be really annoying. Thanks! :)

avatar image theblueturtle Sep 23 '14 at 11:54 PM

Hey Fisher. I wasn't able to fix the scene I created originally but I did find a work around of sorts. I don't know if this will help you but I'll tell you anyway. When I originally setup the scene I used the 3rd Person blueprint and imported my assets into it. This is where I discovered all the lighting issues. To fix it I created a blank project with no starter content and no lighting. Once I reimported the assets and created my own lighting from scratch the issue went away. I'm not sure how but the lighting in the blueprint seemed to cause the issues. Here is a screenshot of the same switch in the new scene built from scratch (preview lighting). Hope this helps you.

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switch.jpg (22.7 kB)
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