Generate Procedural Mesh

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Ok, fixed that, but I still have the lighting issue with point lights. Spot lights don’t seem to have that problem though. Also, now the shadow intensity seems to have a correlation with the camera distance where if you are far away from the object, that shadowing looks correct but once you zoom in it’s almost completely black.
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I can’t replicate the problem with point lights in my scene. The shadowing problem sounds like you need to add a skylight to the level though, as with fully dynamic lighting the shadows will be pure black without one.

Couple of notes from the video too:

#1: You need to normalize the cross result for the normal, other you will get inconsistencies.

#2: I stopped using that method of combining normal maps as it was killing a lot of the angled depth. Unreal has a node for adding detail maps to normal maps but it is intended for Packed normals and won’t work with derived ones. I have attached a picture of a new material node I made that is doing my normal combining now, it has both WhiteOut and RNM methods in it (RNM is what the unreal version does and has the best looking result).

#3: That procedural cabinet system looks f***ing cool, good work.