rendering same element multiple time contrast problem

Hello,

I have a problem that occurs on all my scene. I build a level by adding blocks and the contrast appears different on some of them.

The picture shows 4 blocks, the first appears different, it is lighter than the three following it. They are correctly aligned and I tried several things like putting lights, but nothing change. It is just the same block duplicated several times and it is really a problem. Have any idea to solve it?

Thank you.

So I deleted objects which are too dark and duplicated the lighter again, it works, the newer objects are fine.

i don’t understand this kind of problem, I have only one object of this type, it can’t be another…

Well…

I still got the problem.

I don’t understand why I have this kind of result :

331462-capturex.png

There are only some cubes and a lightmass volume. They should be uniform but some are darker and others are lighter.

I don’t understand, they are all duplicated…

What should I do? Modify post-process doesn’t resolve the problem

Hi!

Unreal calculates light per mesh so if your lightmass settings are not set properly (like the default settings) you’ll get shading differences. (static lighting)
You’ll either need to go higher with your lightmass settings or swap to dynamic lighting or just not to use modular meshes…

Hi,
The only settings I can change brush settings. I tried several values, from very low to really high, and nothing changes. I tried several kinds of light and nothing changes too…

It will be very painful if I must build all the level in a single mesh in Blender for example and import it in UE4. There are no benefits to using modular meshes.

I will search again today for a possible solution, but I am afraid I must abandon the project because it involves too much work for a little map…

I was talking about LIGHTMASS settings /under World Settings!!
If you go with 0.1 with static lighting level scale and 0.6 with indirect lighting smoothness, those shading difference will disappear BUT you’ll need to adjust the quality settings too if you want clean results and THAT will raise your building time by a LOT!

please forgive me for misunderstanding.

I don’t know what happen but suddenly everything is fine…

I’ll see for your suggestion.

Thank you so much.

My problem occurs again and I don’t know why…

I set 0.1 with static lighting level scale and 0.6 with indirect lighting smoothness and tested different quality settings but nothing change…

I finally solved this problem by grouping tiles, duplicating them and removing old tiles. The copy refreshes the meshes :

I realized that simply select the tiles, group and move them for 10 x for example and remove to 0 x does the job…