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Light leak

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    Light leak

    I am trying to build a sort of cave. The model for this cave is one sided with normals facing inward. The mesh has no bottom, but is pushed fully through the terrain. I am mostly focused on the light bleed on the terrain! I did a very lazy automated UV unwrap on the model which (is probably) why there are some odd bright spots on it. Could this be a problem in and of itself? Maybe it's bouncing indirect lighting off of that?

    I have tried the following options on the mesh:
    Cast dynamic shadow
    Cast static shadow
    Cast shadow as if two sided
    Use two sided lighting
    Tried changing between static/movable

    The two sided lighting settings seem to make the most difference. With the camera further away, it almost appears to work as seen here:

    However inside it is very apparent. It's more subtle once in-game but still noticeable. Especially since I have no white lights, only blue inside the cave.

    I have also tried surrounding the whole thing with BSPs with no visible affect...

    The lightmass importance volume encompasses the entire model.
    The sun is just the default directional stationary.
    I have played with changing lightmap resolution on the mesh. I haven't messed with the landscape in the regard, although it is quite low-poly.
    I tried changing the shader on the landscape back to a basic material with just color input.

    I am using UE 4.6.1

    With Light builds there are considerations that need to be met to get good quality.

    - Build on Production Quality for lighting
    - Proper Lightmap setup
    - Increase Lightmap resolution for Terrain and Cave Mesh

    Also be sure to check out our Wiki Lighting Troubleshooting and Tips guide:
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation


      Thanks! A combination of production quality + increased lightmap resolution on the terrain solved this problem.