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Mesh casts different shadow on two maps despite same lighting settings

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    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?

    Good Lighting:

    ​​​ Click image for larger version  Name:	GoodLighting.png Views:	2 Size:	399.9 KB ID:	1546070

    Bad Lighting:
    Click image for larger version  Name:	BadLighting.png Views:	2 Size:	398.6 KB ID:	1546071
    Last edited by TheCreator1337; 10-31-2018, 01:44 PM.
    Finished projects:

    Speedrun: The Game

    #2
    The lightmap resolution is lower in the second screenshot, if you've adjusted the resolution then it needs to be done in the Static Mesh properties, not the properties for the actor within the map because that will apply only to that placed object.

    Comment


      #3
      I'm sorry, but I don't understand. The Lightmap Resolution in the Static Mesh property is 128. The Lightmap Resolution of the Static Mesh Actor in both maps is 128. And the Lightmap Resolution of the Static Mesh Component in both maps is also 128. So I don't see where my Lightmap Resolution should be different. I am not overriding the Lightmap Resolution property anywhere (at least to my knowledge)
      Finished projects:

      Speedrun: The Game

      Comment


        #4
        Attached some images for reference:

        Static Mesh Properties:
        Click image for larger version  Name:	StaticMeshRes.png Views:	1 Size:	282.1 KB ID:	1546098

        Bad Lighting Actor Resolution:
        Click image for larger version  Name:	BadLightingRes1.png Views:	2 Size:	338.9 KB ID:	1546102
        Bad Lighting Component Resolution:
        Click image for larger version  Name:	BadLightingRes2.png Views:	1 Size:	451.6 KB ID:	1546100
        Good Lighting Actor Resolution:
        Click image for larger version  Name:	GoodLightingRes1.png Views:	1 Size:	443.2 KB ID:	1546099 Good Lighting Component Resolution:
        Click image for larger version  Name:	GoodLightingRes2.png Views:	1 Size:	415.3 KB ID:	1546101

        (The Bad Lighting one doesn't have lighting built right now, but it has blocky shadows when the lighting is built)
        Attached Files
        Finished projects:

        Speedrun: The Game

        Comment


          #5
          Are you using a lightmass importance volume on both?

          Comment


            #6
            Yes, I do.
            Finished projects:

            Speedrun: The Game

            Comment


              #7
              So I figured out what was causing all of this. The Dynamic Light in the map with the good lighting was set to stationary, the Dynamic Light in the other map was set to static.
              Finished projects:

              Speedrun: The Game

              Comment

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