Hello guys, I’ve seen a couple of similar posts but not final answer. So as you can see in the image whenever I change the resolution of an object LM I got this orage int that stays even when Lightmass finishes its job. Any suggestion?
Thank you!
Image? I think you forgot it.
Done it '
That happens to every mesh if I change the LM resolution, they have many different materials
thats… really odd. its like some lighting bounces behave weird and cause the map to be extremely orange.
can you show me an image of the material of any of the white meshes and the orange ones?
Right, are you getting any warning when building lighting?
Does the object have proper lightmap UVs? Are they non-overlapping?
And lastly, are you sure that you are changing lightmap resolution, and not min lightmap resolution, that is used in automatic UV generation?
Check your UV channels in static mesh viewer, and make sure that the mesh is set to use proper UV channel index for lightmap.
I got no warning while building. And everything is ok because before the last update I had no problem whatsoever. It’s not related to a single mesh but to all of them. Tomorrow I will upload a video to show you the problem.
Here is the bug - YouTube when I bake the lighting the color stays…
Your video is set to private.
Please try again. Thank you. As you can see they don’t just lose the shading information as usual but the get a orange hue that stays even after the baking process…
well duh it turns orange when you do that, because it just lost the lightmap.
rebuilding the lighting will solve it.
Also, keep the lightmap values in power of two. so 8, 16, 32, 64, 128, etc.
Listen my friend, I might be new but I’m not stupid. You haven’t read what I wrote. I’ve been playing around with UE for months and this behaviour is not normal: the hue stays even after the baking process. Regarding the power of 2 LM, I usually stick to the rule but for the video I put random values.
As side note remember you have also to account for the border UE puts when it bakes as you can see here Quick Tip #20 : Lightmapping Pt. 2 - YouTube so the power of 2 it’s not always the most important thing especially when you want to have good alignment between mesh and LM. Thank you anyway.
As you may have noted, you are not getting Lighting needs to be rebuild message after changing the value. No idea why it happens. Try changing other parameters or move the mesh after changing the value. Maybe lightmasss somehow does not recognize that mesh wasn’t built and skips it. Also try changing lightmap resolution for static mesh itself, rather than using override for its instance.