Bad quality lightmaps

Heyo.

I initially setup my scene with dynamic lighting, though hitting the infamous 4 overlapping lights constraint. This took me down the route of actually trying to setup built lighting. I’m hitting my head on the quality of my lightmaps though.

Current setup
My scene consists of some custom made assets (walls in this particular case) with custom lightmap UV’s (1 UV for the texture, another for the UV, made in Blender) - hence, I’m not letting Unreal generate the lightmaps UV’s for me, I’m generating those manually.

I’ve ensured that the assets are set to use the correct UV channel for the lightmap UV, and I’ve set the resolution to 1024.

Lightmap UV’s

My scene primarily consists of rect lights, acting as ceiling lamps.

Rect light

Rect light settings

Last but not least, my lightmass settings of the world:

Lightmass settings

I’ve chosen the lighting quality to be Production, so that shouldn’t be the quality issue.

Results
Now for the fun part: my results.
Given these settings (an a lightmass importance volume of course), the below image shows the result:

I’m confused as to why I have this black corner and the very obvious seam between the two walls.

I’ve played a bit around with the settings, but nothing seems to do the trick. I don’t know if it’s my lightmap UV or whatever it might be, but I can’t seem to find a solution to the issue.

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