Weird baked light on foliage instances.
I used foliage tool to spread around some rocks in my cave. But the way they are lit, after baking the lighting, is weird. Some dark shadow spots do not make sense.
I've tried to tweak lightmap resolution on the meshes, and adjust lightmass parameters in world settigns, but I still get incorrect lighting.
What could be the issue here?
asked Oct 26 '18 at 05:16 PM in Rendering
I figured out what was causing this. The meshes I used for small stones are duplicates of meshes used for large stones. But with poly count reduced. And they both shared the same material.
Turns out, when an object scaled way down to something like 0.2, AO texture stops working correctly.
So by creating a material instance for small rocks with plain white color as AO, I got rid of all the lighting artefacts.
answered Oct 27 '18 at 08:55 PM
If you speak about the unrealistic shadows on the ground: your lightmap resolution is too low /you can see the pixelated shadows closer to the bigger rocks!/. If the smaller rocks/pebbles: might be a wrong lightmap uv or again just low res ligthmap assigned to them...
answered Oct 26 '18 at 05:54 PM
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