I have a simple plane that has a broken window texture across it, and uses a translucent material. The problem I have, is when I build the lighting, these surfaces are insanely bright compared to their surroundings.
I have light mass coordinates set-up on the place (it's part of a larger surrounding mesh as well), and also have two-sided lighting and two-sided material checked in the material editor/details panel. Do translucent surfaces not have lightmass textures baked over the top of them? The issue was never present in UE3, which applied shadowing just like a multiply layer on top as far as I know.
The material network is pretty simple. I also tried creating a two-sided plane in 3DS Max with separate lightmass UV's, but still to no avail. I did just find this on the UE4 Documentation though, but I am using stationary lights.
So... any clues?
I have light mass coordinates set-up on the place (it's part of a larger surrounding mesh as well), and also have two-sided lighting and two-sided material checked in the material editor/details panel. Do translucent surfaces not have lightmass textures baked over the top of them? The issue was never present in UE3, which applied shadowing just like a multiply layer on top as far as I know.
The material network is pretty simple. I also tried creating a two-sided plane in 3DS Max with separate lightmass UV's, but still to no avail. I did just find this on the UE4 Documentation though, but I am using stationary lights.
Static shadowing from stationary and static lights is currently not handled for lit translucency. However, dynamic shadows from stationary lights is supported.
Comment