Shadow problem at edges
Is it better for Hard Edges to keep the Lightmap UVs ongoing or to seperate them?
In this test-scene is a stationary Directional Light (I wanna have shadowmaps) and 2 static cubes. A cylinder is casting shadows on the cubes. I don't use Autogenerated Lightmap UVs.
One got an ongoing UV-Layout for the important front parts:
The other got seperated UVs for every face:
Both are UV-Grid aligned to 64 and their Lightmap UV resolution is 128. Lighting quality is production and these are the Lightmass settings:
As you can see here, the shadows are individual problematic in both situations :
Pumping up the lightmap resolution just makes the "errors"smaller... I read many stuff, like of course the documentation, and this here... But i dont understand whats happening :( Especially the offset in the ongoing UV's example is not plausible for me...
asked Jan 16 '19 at 12:12 PM in Rendering
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