# Lighting in Modular Walls

**URL:** <https://forums.unrealengine.com/t/lighting-in-modular-walls/417121>\
**Category:** Rendering\
**Tags:** shadows-problem, light-build, unreal-engine, Lightmap, lighting-problem, Lighting, question\
**Created:** [February 12, 2018, 6:36pm UTC](https://forums.unrealengine.com/t/lighting-in-modular-walls/417121 "2018-02-12T18:36:40Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Viniciusgf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Viniciusgf](https://forums.unrealengine.com/u/Viniciusgf)\
**Post date:** [February 12, 2018, 6:36pm UTC](https://forums.unrealengine.com/t/lighting-in-modular-walls/417121/1 "2018-02-12T18:36:40Z")

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Hi Guys, I’m created a simple scene with a static mesh for the walls and I’ve put stances of it perfectly aligned to create a room and when I build the light you can clearly see that there a huge diference in coloration between the walls, the lightmap resolution I’ve put to 128 and even building with Production light I get the same result, before had seams problens that I’ve corrected by creating a 2º channel uv for the lightmap. How I can achieve to appears to be just one uniform surface only? The strange thing is that in the walls on the dark side of the room seems correct.

 ![230407-lighting-1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/d/6/8d6641d6a70852da5bcb7792319a544de53dfa74.jpeg)

 ![230410-lighting-2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/c/4/cc42364a93e496d58287df06a656f8c8946c2407.jpeg)

Those division on the bottom of the uvs are a space to put a diferent texture to put like a wood panel for the wall

 ![230409-lighting-3.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/e/e/fee2764fde92ccfadee8282e73072cefd4f41db4.png)

The lightmap density appears correct

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**Author:** ![anonymous\_user\_f26c856c1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f26c856c1](https://forums.unrealengine.com/u/anonymous_user_f26c856c1)\
**Post date:** [February 12, 2018, 7:00pm UTC](https://forums.unrealengine.com/t/lighting-in-modular-walls/417121/2 "2018-02-12T19:00:38Z")

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Hi!

Every object gets build separately so they do tend to have shading differences…  
BUT if you set static lighting level scale to 0.1 and smoothness to 0.6 you can get rid of those! 🙂 /it will raise your build time though

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**Author:** ![Viniciusgf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Viniciusgf](https://forums.unrealengine.com/u/Viniciusgf)\
**Post date:** [February 12, 2018, 7:14pm UTC](https://forums.unrealengine.com/t/lighting-in-modular-walls/417121/3 "2018-02-12T19:14:34Z")

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This worked perfectly!!!For this simple scene the build time still fast but for a whole house I don’t know but the entire scene looks more realistc also! Thanks very much 😃

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**Author:** ![anonymous\_user\_f26c856c1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f26c856c1](https://forums.unrealengine.com/u/anonymous_user_f26c856c1)\
**Post date:** [February 12, 2018, 7:27pm UTC](https://forums.unrealengine.com/t/lighting-in-modular-walls/417121/4 "2018-02-12T19:27:00Z")

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No worries I’m glad I could help! 🙂  
A whole house will be slower BUT you will get the same nice detailed lighting! 😉
