Hi.
I have a problem with the shadows of my directional light. As you can see in these pics bellow, I have a directional light and a point light in my level and both of the lights are stationary and I made my light map UV in 3Ds Max. when I set the light map resolution on 64, both of the shadows of my lights (directional light and point light), looks crappy, but when I set light map resolution on 128 or higher, the shadow of point lights looks good. but the shadow of the directional light is unacceptable till I set light map resolution on 512. just to be sure, I say again than the both of my lights are stationary.
You can see also my light map UV. What’s The problem? Is there a property in lightmass settings or world settings that I have to set?
thanks a lot.
The way you are comparing the shadow behaviour is wrong. The directional light is casting through the windows and the door, and the window frames are more detailed pieces than that column. Combine that with the surface area of the floor, it normally needs high resolution lightmaps. The larger the surface, which is the floor in this example, the higher lightmap resolution you need if you want precise shadows.
if your floor is bsp, the light map resolution convention is a bit different! when you lower lightmap resolution u get better results! try 2 or 3 instead of 512! (i guess! ;D)
My problem is ever worse than yours , I have change my resolution to 512 ,but the shadow is so vague,and offset far away from the object.
look at the pic.
My problem is ever worse than yours , I have change my resolution to 512 ,but the shadow is so vague,and offset far away from the object.
look at the pic.