Why am I seeing weird lighting in my scene?

My walls have don’t block the light correct i think?
But i can’t find the solution for it i tried a lot and i can’t find where the weird circles come from in the center of the picture.

Ty

Hi Fuwapenguin,

Can you provide some details about your scene and it’s setup?

What type of light are you using for your scene (Static, Stationary, Movable)?

For your meshes:
Do you have a 2nd UV setup for your Lightmaps?
What is the lightmap resolution set to for your meshes?
Can you post a screen shot of your lightmap UV and your Texture UV?

Thank you!

Tim

All of my lights are static.
And i have a second UV map.


One consideration here would be to make sure that there is some overlap of the edge of your ceiling mesh here and the walls. This will help block any light. If there are any gaps it will cause this kind of light bleed.

Also, try upping the LM resolution to something like 256 or 512 to see if you get better results. You have a fairly large mesh that’s not using a smaller LM resolution.

When you made the lightmap did you snap the vertices to grid points?

For instance, You have a lightmap resolution of 128. To calculate the grid points you would need to do the following

1 / 128 = 0.0078125 for your grid spacing in your UV grid. Snapping these is important to getting rid of a lot of light bleed in your lightmap.

Tim

If I put it at 256 it is a bit better but i still have some little incorrect lightning.
And i can’t find how to show the grid spacing in de UV editor in 3ds max?

In 3ds Max > Select mesh > Add UVW unwrap modifier > Open UV Editor > Options > Preferences > Unwrap Options Window will open

Here are the options you’ll need to change in this window:

When you hit OK make sure in the Edit UVs window that you select the Snap to Grid option in the far bottom right (grid icon with a magnet) to get the vertices to snap to the grid when you move them. You will need to make sure that each vertice (only if it’s a straight edge, no need to worry about make suring curved surfaces are falling on on a grid point)

This is important because any hard edge that falls between a grid line will be rendered as shadowed. This can cause softer shadows that can cause bleed and such.

If you’re still having trouble feel free to post the asset here or send me a link via the forums in a PM and I’ll take a look to help further. :slight_smile:

Tim

Still got the weird light circles on the wall…
And on the floor i get some really bright parts it’s like the roof doesn’t block the light correct at the sides or something like that.

Hi Fuwapenguin,

One issue was on Wall06 I think the wrong lightmap resolution was typed in. It was only listed as “12” instead of “512” like the rest.

The next thing you’ll need to adjust and this is with the landscape is the lightmap resolution there. It’s set to 1.0 which is low. You’ll want to bump that up a little. (note that in my picture I’ve set it to 4.0 and that lightmap resolution for BSP and Landscapes do not have to be power of 2 like with static meshes)

There are still some lighting issues with the other corners that may help if you build a closed mesh instead of modular pieces. This depends on whether you’re walls will be the same material. Also, if you switch to the lightmap density view mode you will see that the lightmap density is different for each wall mesh which is causing some of the edge shading between the corner mesh pictured below.