Objects Become Black When Baking Lighting, Any Solutions?

Super confused as the why this happens. Had this problem for a while, and can’t seem to get an appropriate solution to my problem.

Lighting after baking (without lumen):
image

Lighting before baking (without lumen):
image

The materials that turn black also appear slightly darker before baking. I’ve tried lots of different things, but not sure what’s going on. I’d appreciate any help! Thanks.

FTR, I have a LightmapImportanceVolume, skylight, sky atmosphere and a reflection capture. The light is mainly being produced from lamps on the ceilings which are pointlights. I am using Unreal Engine 5.0.3

What does the normal buffer view look like?

Looks like this. Same when baked.

image

Several things to check there, to try to refine to where may come the problem, in addition to Arkiras suggestion:

  • Check for geometry scale. Is it quite big scale factor ?
  • Check for Warnings in the light baking report
  • Check if your UVs are correctly setup (UV 0 for lightmap => does it looks good ?)
  • What happens if you duplicate the geometry with the problem, does the problem occurs on the clone too ?
  • Test with GPU Lightmass, just to see if this happens too

What is the mobility of the various lights (static ? stationary ?). Same question for the geometry.

In the viewport do: “Viewmode >> Optimzation Viewmodes >> Lightmap Density”.

If the mesh surfaces are flat, the material UVs aren’t setup for lightmaps. If the material surfaces are checkerboards, they are good.

Adding the Reflection Capture fixed the issue for me. I just inserted the Box Reflection Capture as global map reflection and the problem was gone. Hope this helps even if it’s this late answer

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