Here’s a little lighting issue that’s got me scratching my head. I am finding that there is a difference in the light being picked up on the Geometry in UE4. To show what I mean, take this picture:
Notice how at the end of the room the floors and walls appear much brighter in the background than the ones in the foreground. It doesn’t matter how you move around, or how you deal with the lights, that end of the room is always has a brighter contrast. Yet the textures they have are the same and if anything, there is slightly less light at that end of the room then at the other.
But here is the weird thing, the meshes there are unaffected, it is just textures applied to the basic geometry I used to build the walls and floor (ruling out Lightmap issues on the meshes which I managed to sort last week after some more head scratching and little help from the forums). Indeed, there are light sources right on the join as well, which are the same type (done via blueprint) as all other light sources in the room. Technically, they should light up both sides in the same way, but they don’t.
It is also happening in the room above as can be seen in this picture (I’ve just begun work on this room, so forgive the lack of detail and the over powered materials with emitters, all of this is work in progress):
The bright section appears in exactly the same location, just directly above the other room. I’ve had a look and can’t find any rogue anomalous lights either (and even if there were, this would mean the light was penetrating solid walls).
Indeed, if we come outside of the rooms for a minute, we can even see it is affecting the outside as well (please also note the yellow box on this image which shows the Lightmass importance has been added and covers the whole level):
I’ve ensured the textures are aligned though, I’ve even deleted those brighter areas and pulled copies of the geometry from the rest of the level into those areas and I’ve rebuilt the lighting umpteen times. Still, this pesky sharp contrast persists. I’m sure it’s something I’ve missed, but I can’t tell what.
But to sum up:
It only seems to be affecting UE4’s geometry.
The level has a lightmass importance covering everything
Textures are identical and aligned.
Lights have been rebuilt.
The contrast remains tied to that side of the level.
There are no ‘rogue’ lights.