Lighting not smooth
Worked thru some hours of tutorials about lighting, materials and what not... but i can't get it to the result i want... without even finding the right option to influence the behaviour :(
The lighting seam to be done for every face? Without any interpolation between the vertex which looks quite uggly; as you can see the boxes with hard borders like:
My expectation is smooth lighting from the passiv reflections on floor and white walls, looking on the unlit version down below
The room is made out of boxes, different static mesh actors. The meshes are 8 vertex with 6 faces (windows meshes have more, but similar)
asked Feb 11 '19 at 12:48 PM in Rendering
Ok... so... I think it's not the best idea to face snap objects: if your lightmap uv is not perfect or you won't assign a high enough resolution to it, it (shadow parts) will bleed over on the corners/edges... this is for the high variety of shading + "glowing edges... I would also guess that this is NOT a production build... Anyway: Unreal does compute light per object so if you don't go lower with your indirect lighting smoothness you WILL see these shading differences! If you set ILLS to 0.1 - 0.15 and smoothness to 0.6 you will get rid of those!! ...not sure if you're using portals or Lightmass Importance Volume...
answered Feb 11 '19 at 04:48 PM
No, 1.the spot lights are lightmap being blurred over. Turn compression off for lightmap. 2. For lightmass some times different objects render just a tad different when they are on separate CPU threads.
answered Feb 12 '19 at 02:09 AM
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