When my lighting is built some of the walls are darker than others.
Here are some pictures.
I have tried setting every asset to 1024 lightmap resolution didn’t work
I have use two sided lighting ticked on every asset as well
And nothing I have done has worked.
Please help me.
Could you show your lightmass settings? Do you use CPU or GPU? If CPU, did you change your Lighting Quality Level?
I am using CPU and I am using medium lighting quality.
And your Lightmass Settings? (you can find them under World Settings)
Back then I used to have Static Lighting Level Scale on 0,1 and the Indirect Lighting Quality on 10. (Rule of thumb somehow was: if you multiply both you want to get 1,0 as result). Indirect bounces ~ 10. (and disable Compress Lightmaps because of possible artifacts).
Do you have a Lightmass Importance Volume? You could even try to add some Lightmass Portals, covering your windows.
I have changed the indirect bounces to 10 and added a lightmass importance volume and added lightmass portals to the windows and unchecked compress lightmaps. Just wating for it to build now.
Ok. Meanwhile: I used these settings most of the time.
Took me some time now, but I finally found my go-to source again:
So, for a quick read:
Tom Looman wrote a summary about a really nice and official video by Epic about Lighting.
Unreal Engine 4 Lighting Masterclass - Tom Looman
And if you have some time to spare:
Lighting with Unreal Engine Masterclass | Unreal Dev Day Montreal 2017
It is fixed when i build it, it is no longer dark in places but walls have artifacts. Is it the Indirect Lighting Quality?
Could be - try to follow the rule with: Both values (Static Lighting Level Scale and Indirect Lighting Quality) multiplied should give you a value of 1. As in my example, the 0,1 and 10.
Even the Lightmass Compress enabled could result in some JPEG-ish artifacts.
The guide above may help you there
Ok ill set Indirect Lighting quality to 10 instead of 2.
But thanks for helping me to solve this.