Im working on a vr project. Therefore I need to bake lightmaps. But for some reason when baking lightmaps with lightmass I get seams on the edges of 2 models, when they are intersecting. Or I have several seams on larger models where the lightmap should have been connected.
I have 2 uv sets. uv set one for texture, uv set 2 for the lightmaps. When importing the model i uncheck create lightmap by ue4 and make sure that the lightmap index is set to one (if im right, an index of zero means uvset 1, an index of one means uvset 2). Somehow i still get the feeling ue4 does not select or uses the right lightmap from my model.
Also I have made sure that the lightmaps have some padding to prevent bleeding.
I have increased the size of the lightmap resolution. But it only sharpens the shadow.
The models I use are boxes. This is with reason because it blocks the light. It won’t when I use a plane.
Lightmap seams on large asset
Lightmap seams between 2 models
uv set 1 of large model
uv set 2 of large model
Model details of large model
Model details of smaller model
Model details of arch
I feel like I’m missing one tiny checkbox. Hopefully there is someone who can help me out.
Many thanks in advance