Help with lighting

After building my room’s illumination, and being the walls next to each other with no space between, it stays like this:

Sin título.png

Yeah, same issue with me. No matter how perfect I unwrap the UV lightmap.

You have 2 work arounds:

  1. make your floor and ceiling boxes. Not just planes. Then unwrap and uv unwrap.

or

  1. create a box around your building. This should be close enough that it doesn’t interfere with the windows, yet far enough away that you won’t get light leak.

Try also intersecting the meshes.

Try to align your lightmap UV’s to a grid with the same resolution as yor lightmap in the engine.

Also, if you’re not building on Production Quality you can still get light leaks. There can be a significant difference between preview and Production with this.

This is what I have issues with. I have tutorials on how to do this and have seen threads, but when i do it, it never works.

@JOhnRose81:

What are your specific issues? Eric and I are working on a general lighting Troubleshooting and tips guide for the Wiki (No ETA yet for it’s posting), but I’d be glad to help you with any issues you’re having. Some of these may be areas that we’ve not thought about yet or gotten to in our guide, but I could definitely add it. Lighting issues are definitely out there and any information to make it easier for you and others to understand is key here.

If this gets too involved, I’ll pull your post out of his and move it to its own thread so we can further discuss. I don’t want to hijack another persons thread. :slight_smile:

Thanks!

Tim

Don’t intersect surfaces, walls shouldn’t go beyond other walls because the parts that aren’t visible still receive light/shadow which can bleed over. Also, make sure your surfaces have a high enough lightmap resolution.

Yeah, the lightmap resolution is massive! I start at 128 usually that works 90% of the time. Best way to do that is just click the object and on the right side of your screen (standard layout) you’ll see options for that object. Just check override lightmap and type in 128. Rebuild Lighting.

@darthviper107
Whilst trying to keep poly count down, I built my walls with planes. Not boxes. I did the same with the floor and ceiling. So 3 objects in total. Unwrapped in 3ds max for material painting, then unwrapped again and moved to channel 2 for light map. I THINK I set up the unwrap tool correctly to space the pieces out enough and connected some pieces that made sense. Made sure it’s set to mesh (not poly), Import into standard first person set up, build lighting. All seems leak light.

I use 2 sided mats in Unreal, all normals are facing the correct direction, I only have 2 uv’s for each model, lightmaps set to 128, and production lighting is a go.

If you’d like, I can do a screen record and you can watch my process from start to finish with annotations. The vid would only be like 5 minutes for something super simple. I’ll PM you the vid if you want it.