So now i’m getting this strange behaviour after building my lights.
I already read some threads but I didn’t find a solution to my problem.
Every mesh has a hand mapped primary UV channel and a secondary UV channel that can be inspected in the static mesh editor. No overlaps whatsoever.
Every light is set to static. I don’t need any transitions or changes at runtime.
Materials are fairly standard, but are tiling a lot on a custom UV channel on the mat slot.
Lightmap resolution is set to a whopping 2048 (just for the hell of it really, i do need to optimize it a lot).
I have an Importance volume encompassing the whole scene.
The glass is set to a translucent material.
Glass and ceiling are flat polys so i’ve checked two sides lighting and cast shadow as two sides in the lightmass properties.
Funny thing, Lightmass computes the lightmaps very well, as you can see from this screenshot:
The textures are there as you can see from the unlit view:
But the darned lit viewport still renders black:
Anyone got a clue on why is this happening?
I’ll keep testing.