Announcement

Collapse
No announcement yet.

Shadow artifacts away from UV shell edge

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Shadow artifacts away from UV shell edge

    Hi, I'm new to UE4 and just working my way through getting a nice clean lightmap & set of lighting UVs on my furniture models here in a test scene. I've been getting black artifacts and i thought they were just the result of too many small UV shells and seeing the black pixels pulled in at the shell edges so I started combining more of the smaller UV shells and that helped but here I have an issue that is not at the edge of a UV shell and I don't know what I am seeing.
    In shadow the mesh shows black jaggies like the rough edge of a UV shell in the lightmap but it isn't at the edge of the shell and it goes away in full illumination. I have screen shots here of the area under a dynamic shadow; when lit there's no artifact; when the shadow passes across the area you see jaggies. I also have a grab here of the UVs on the front face of the armrest showing how the hard edges arent at the edge of the shell. They are, however, at a hard normal edge on the mesh - could this be part of the issue? Smoothing group/hard normal artifacts??

    Thanks
    Attached Files

    #2
    I looks like there's a hard edge or smoothing group split there, that's why UE4 is adding a seam. If there is a hard edge or smoothing group split, you need to split the UVs as well.

    Comment


      #3
      There is a hard edge there in the mesh. So where's UE4 putting the seam? in the lightmap? The UVs are still one shell.

      Comment


        #4
        Smoothing out those hard edges did remove that seam as you suggested. I still get these faceted looking artifacts though - any clues to these? All the normals here are smooth
        Click image for larger version

Name:	cush.jpg
Views:	1
Size:	46.8 KB
ID:	1079822

        Comment

        Working...
        X