I’m getting very inconsistent baked lighting across different static meshes. If I import the meshes as a single static mesh, the problem disappears. Any idea how to get around this without combining an entire level?
Here is a very simple test scene.
-Three objects, and one static directional light.
-Objects all have 256x256 lightmaps.
Lighting is baked via lightmass with default settings.
Example A has two identical static meshes.
Example B has the same two meshes, but imported as a single static mesh.
In Example A, the two meshes have obviously different lighting.
In Example B, the combined version has very little variation.
Any idea what’s going on here? I’m aware of the “seam” problems that are common with Lightmass, but this appears to be something different.
Should be very easy for anyone else to test this in a similar scene.