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"

Tessellation static lighting seams


I've stumbled upon a problem with tessellation and static lighting.

As you can see below, there is an ugly seam between my cave floor and walls.

alt text

The same thing occurs between the walls and ceiling.

alt text

As I found out, one way to fix it is to have a solid mesh with no geometry or UV cuts. But at this point, I can't afford to re-do my cave walls/floor/ceiling. That would practically mean starting the whole project from scratch.

If I disable tessellation, then the whole thing is seamless. But naturally, surfaces do not look nearly as good w/o tessellation.

Is there any way to mitigate this problem somehow?

Product Version: UE 4.20
more ▼

asked Oct 29 '18 at 08:38 PM in Rendering

avatar image

56 12 15 23

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

1 answer: sort voted first

Ok, I found a workaround for this issue.

I managed to reduce the seams between the floor and the walls by adjusting my height textures for the floor. Tweaking them this way and that way, and then placing a row of deferred decals on top, all the way around the cave perimeter, to further mask the seam.

For the ceiling, I had a different solution:

alt text

By using Pixel Depth Offset on the ceiling, and adjusting my geometry here and there, I achieved seamless transition between the meshes.

The downside to that are two things:

-First, the mesh that is using material with Pixel Depth Offset must have "cast shadows" disabled. Otherwise it breaks the illusion.

-Second, I couldn't use detailed texture simultaneously with Pixel Depth Offset. Not sure why exactly.

These two reasons are why I had to do some voodoo magic and hope for the best to cover seams between the floor and the walls, instead of jut adding Pixel Depth Offset to it.

For the ceiling though, it's not as important.

Here's the end result:

alt text

1.png (89.6 kB)
more ▼

answered Oct 30 '18 at 06:54 PM

avatar image

56 12 15 23

(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