Hey! I ran into light rendering problem i can’t figure out just yet and thought you guys might give me a hand instead of me struggling for hours in finding solution.
Anyways
I’ve made a 3d model of building and tried to import it to UE , but it does not seem to be liking me what-so-ever.
Imges will desribe it the best
// These two show what happens with build lighting
//This one is taken after moving object back and forth , lighting not build - no problem (or is it actually)
What’s the big deal with those shadows?
Have a nice day
S
If it’s not built, it’s a preview shadow! Preview shadows are dynamic, they’ll look better than a bad lightmapped shadow but much worse than a well lightmapped shadow. Notice how harsh is the shadow in the last image? It’s pitch black. This isn’t realistic.
Try to set the floor res to 2048 and if it’s not better, your floor mesh is probably too big. You’ll have to break it down in multiple parts.
OK so full describtion
1st and 2nd images are screenshots of BUILT lights
Third image is scene with NOT built lighting
Changing lightmap res didn’t fix the problem. So it’s probably mesh , can’t figure out the problem just yet , will update for other people with same problem
EDIT : Should i separate this into two meshes? this building is currently one mesh , but hadn’t encountered such problem with other models.
If the building is one mesh and the lightmap res is only 1024 no wonder the shadows look low res. Image a single 1024x1024 texture stretched out on the whole building so that there are no repeating parts at all.