Weird baked light on foliage instances.

Hello!

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?

Hi!

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…

No, I mean on the foliage instances. They have really dark spots where they shouldn’t be. Some rocks are much darker, some are much lighter. And it’s not how it supposed to be. It’s really inconsistent.

If I place each tiny rock individually and bake the light, then they look like they supposed to.

But for some reason, foliage instances have spots.

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.