Some of you might be familiar with the following issue: You put some static lighting into your scene, build and then your shadows look like from an 8-bit game. Like this:
I’ve seen multiple threads about this problem, and in all cases the responses were “increase the lightmap”, sometimes it was “change the light to stationary”.
This is my lightmap density for the same scene, the resolution is 1024*1024, and changing it to 2048 doesn’t improve the situation. 4096 causes the build to crash, because my memory is too low to handle it.
As for the second part, if I change the lighting to stationary, the surface upon which the shadow is cast is still static, it doesn’t change anything. I would have to change it to moveable, and considering how many lights I want to put into the scene, this would case severe performance issues most certainly.
These are my lightmass settings used in the above builds. I have tried indirect lighting quality settings between 1 and 4, stating lighting leveel between 0.25 and 1, smoothness between 1 and 4, and I’ve also tried all qualities from preview to production. Nothing gets rid of these shadow blocks. I’ve also started a new project with only starter content and built lighting with a “normal” point light, with similar results.
Anyone has any idea why?