Hello All,
since few days I am struggling with a very bad pixelated quality of light bakes on the walls of an interior project I am currently working on. It is an ArchViz project of a museum so the goal is to get the best possible quality of white surfaces. Unfortunately I cannot find out why I get this very poor quality on the walls and ceilings whereas the floor looks quite good and smooth even though they have exactly the same lightmap settings. They have different materials though but very basic ones (Diffuse + Roughness + Normal). The screenshots show the Lighting Only view mode. I hope you guys could give me some hints how to deal with it.
Lighting settings:
- Static direct light source with a static Skylight + default UE4 SLS Cubemap, res=128)
- Lighmass importance Volume over the whole lvl set default
- Light Portals in the windows
- Box reflection capture over the whole level + few Reflection Capture Spheres with radius of around 7m overlaping a bit
- Bake quality “medium”, world lightmass settings - see screenshots.
Project Settings:
- reflection capture resolution = 1024
- reduce lightmap mixing on smooth srfs = on
- no texture streaming
- the rest set default
Meshes were modeled and UV unwrapped manually in 3dsMax.
Source lightmap index for each Mesh set accordingly to its separate channel.
All meshes lightmaps overriden to 1024px.
UV islands of lightmaps are straight and snapped to 1024 grid.
I am run out of ideas what could have gone wrong.
Hope to see some answers soon…