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Shadow of the mesh changes after I build lighting

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    #16
    Originally posted by darthviper107 View Post
    It's possible that you're doing something wrong that isn't readily apparent
    I just go to the content browser -> chair asset -> Lightmap resolution

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    Rebuilding the lighting causes that issue again.

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      #17
      312 isn't a valid lightmap resolution, you must use multiples of 2. Also, make sure that you don't have the Override Light Map Resolution checked on the object in the scene since that will override whatever you set for the asset in the content browser.

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        #18
        Originally posted by darthviper107 View Post
        312 isn't a valid lightmap resolution, you must use multiples of 2.
        312 is a multiple of 2 LOL
        Last edited by gedamial; 03-23-2016, 05:57 PM.

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          #19
          No, 2,4,8,16,32,64,128,256,512,1024,2048,4096,8192

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            #20
            Originally posted by darthviper107 View Post
            No, 2,4,8,16,32,64,128,256,512,1024,2048,4096,8192
            Oh, those are powers of 2 by the way.

            However, still no luck. I set 512.

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            Click image for larger version

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              #21
              Then what's the solution?

              I can't stop my work because of this stupid issue!

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                #22
                Even my minigun which has no UV (so no overlapping UVs, just plain materials) is BLACK!

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                  #23
                  You need proper lightmap UVs if you want static lighting to work at all. Either do the second UV set for the lights or use dynamic lighting and shadows.

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                    #24
                    Originally posted by jonimake View Post
                    You need proper lightmap UVs if you want static lighting to work at all. Either do the second UV set for the lights or use dynamic lighting and shadows.
                    How do I make a UV map exclusively for my models?

                    Say I have an already textured model with his own UV. Should I make another UV exclusively for the Lightmap?

                    Also, the minigun that you see has not an UV because the model has only plain color textures on it.

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                      #25
                      Originally posted by gedamial View Post
                      How do I make a UV map exclusively for my models?

                      Say I have an already textured model with his own UV. Should I make another UV exclusively for the Lightmap?

                      Also, the minigun that you see has not an UV because the model has only plain color textures on it.
                      If the already textured model has an UV map that doesn't have overlapping pieces, you can use that. The only requirement is that the UV should not have any overlapping pieces.

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                        #26
                        Originally posted by jonimake View Post
                        If the already textured model has an UV map that doesn't have overlapping pieces, you can use that. The only requirement is that the UV should not have any overlapping pieces.
                        As said before, my model is just made of materials. A material in Maya is something that applies all along the piece of geometry.
                        Since I didn't use any 2D image (texture) I didn't need to make an UV for my model.

                        In short, my model has no UV. Should It have to make Lightmap work properly?

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                          #27
                          Originally posted by gedamial View Post
                          As said before, my model is just made of materials. A material in Maya is something that applies all along the piece of geometry.
                          Since I didn't use any 2D image (texture) I didn't need to make an UV for my model.

                          In short, my model has no UV. Should It have to make Lightmap work properly?
                          Yes. It should.

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