I’m getting really weird pixelation and splotches when I build the lighting. I’m using the “Lighting Only” View Mode to better analyze the lighting. You can clearly see it here on the floor, wall, and door:
For reference, the lightmap density looks like the following:
I modeled the geometry in Blender and create the lightmaps as a 128x128 image. I then set the lightmap resolution to either 64, 128, 256, or 512 in the UE4 “Mesh Viewer” to get a decent lightmap density that is approximately uniform throughout the whole scene. The doors and door frames in the scene are straight from the UE4 starter content, so I don’t believe it’s a UV issue that’s causing the pixelation.
This section of the scene is a small hallway that is lit by a directional light coming through a big open window:
The lightmap UVs for the floor are spaced far enough from what I can tell (that small bit in the top right corner is for all the unseen faces on the underside of the mesh):
I have the geometry in a lightmass importance volume, and my world settings for the lightmass are as follows:
Any ideas what’s causing this and how to fix it?
Thanks in advance.