Mesh casts different shadow on two maps despite same lighting settings
So I built the lighting for two different maps. One only had a few meshes in it (lighting test map), the other had a lot more (actual game map). The Lightmass settings for both maps are the same.
The same mesh casts a very detailed shadow in the lighting test map but casts a blocky shadow in the game map. Both meshes have the same light settings.
I don't know what is causing this nor do I know how to fix this. Can someone help me?
asked Oct 31 '18 at 12:47 AM in Rendering
I figured it out! The Dynamic Light in the map with the good lighting was set to stationary, the light in the other map was set to static.
answered Oct 31 '18 at 08:55 PM
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