Hi there, I’ve been looking around for a post with an answer to my particular problem but I haven’t found it. So, here’s the problem.
If I set my point light to Movable, it looks like this:
If I switch it to Static, which is what I intended originally, I get this:
How do I get the above result while using static lighting? Why is this happening? The wall is set to Static in both cases. I suppose I could just leave the light Movable but it seems wasteful.
Hi Tim, thanks for the answer. I had actually already bumped it up a bit but I guess it needed to be much higher. I ended up having to bump the light map resolution up to 1024 to get a decent shadow. Being that it defaults to 64, is this common?
A large part of the resolution of the shadow that is baked depends on the layout of the mesh that is receiving the shadow. You can have a moderately sized wall that can get good shadows with a lower resolutions, but this solely depends on the layout of the lightmap UV. If the wall’s face that is receiving the shadow is small within this space you will need to use a higher resolution lightmap to get better quality than one where that face uses more of the lightmap’s UV space.
In otherwords, yes this is common depending on how you’ve set things up with your asset.