Does anyone know of a proven method/workflow to reduce light-map problems of Blender-exported meshes?
I have spend 2 days trying every different UV unwrapping combination, remodelling assets, changing the size/resolution of lightmaps inside UE4 & I still cannot nail down why this occurs.
I have followed several Youtube tutorials & read Answerhub documentation. What are your thoughts?
This mesh has just front faces, although similar problems occur with cube-walls.
Just a skylight currently
Yes; with the default parameters
Again - re UV-mapped the mesh, checked Answerhub & there are no common fixes that I can find to VERY strange mesh/light behaviour. How different is the 3DSmax import to UE4? Has anyone else overcome similar problems?
Ive had similar issues with importing from blender. I ended up using walls with thickness. Also if any of the walls overhang the other walls where they meet in the corners the light will bleed into them. Upping the lightmap resolution fixes that. For example here’s what ive got from blender so far.(sorry not at my computer, only pic i have)
I only have that sometimes when I use objects without thickness.
You could also try to make the material on the walls 2sided.
Oh and another one: Do you use “Preview” or “Production” in your light built settings?
Hi K0katu, one good solution (for me works fine) is to place all around the house black shaded poligons.
…don’t know if you have yet, but download “Xoio Berlin flat” and you’ll understand what I mean
Let us know how it goes.
I imported the mesh as multiple pieces. IE i imported the interior (select in object mode in blender, export .fbx, on the left select Selected Objects, and changed the scale to 100), then the top mesh the same way. Let me know if that works on your end
Yea the orange color is most likely from the light bouncing off the floor. I used a post processing volume in my scene and tweaked the indirect lighting color and scene tint to fix it a little.
The only things i did was up the lightmap resolution to 1024 i believe because it is a large mesh. Bit that was because the shadows were blocky, i didnt have any issues with edge bleeding even at 64. You also had 2 uvuvmaps in blender, so i deleted the second one and let unreal generate the lightmap. Also i built at production level, preview and medium level gave me shadow artifacts but no light bleeds
Side note: did you start your level from scratch or build it from one of epics examples? I ask because at first i was using the default third person blueprint level but couldnt get my lighting where i wanted it to be. So i made a new blank level and havent had issues since
Thanks for you help - I seem to be getting somewhere with a much better result now. All I did was re-created the external blocks as per the Berlin Flat - I also made the other tweaks mentioned in this thread.