# Dark slots on mesh, after light building

**URL:** <https://forums.unrealengine.com/t/dark-slots-on-mesh-after-light-building/75192>\
**Category:** Rendering\
**Tags:** unreal-engine, Lighting\
**Created:** [October 4, 2016, 6:55pm UTC](https://forums.unrealengine.com/t/dark-slots-on-mesh-after-light-building/75192 "2016-10-04T18:55:08Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![darthviper107](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/darthviper107/32/710746_2.png) [@darthviper107](https://forums.unrealengine.com/u/darthviper107)\
**Post date:** [October 5, 2016, 4:05pm UTC](https://forums.unrealengine.com/t/dark-slots-on-mesh-after-light-building/75192/4 "2016-10-05T16:05:15Z")

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You can’t fix the lighting issue–separate objects are processed on different threads, which means there will be slight variations between them. The only way to avoid it completely is to make the surface a single object. You can improve the results but it won’t go away entirely:

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