I cant understand why i got this blcoky lighting, anybody know what’s my mistake ?
Hi!
You are using modular meshes and your lightmass setup is too low and since Unreal calculates light per mesh… you see shading differences!
You can go with 0.1 - 0.15 with Indirect Lighting Level Scale and 0.6 with Smoothness but then you’ll need to adjust other settings too like quality to achieve clean results!
Thank you for your help Anyway many of my other architectures are made using modular meshes, and i didnt have that problem… Do you think can i fix the problem in blender ? or only in ue4 ?
I tried to change the parameters that you suggested me, but they change my all scene, can i save the situation in someway ?
Ah okay, now i understand… Thank you so much for your great help, i really appreciated that
Only if you stick with NON modular pieces… because of the light per object calculation you’ll have those shading differences between modular/polygon snapped meshes…