The auto generated light map for this asset is correct as it has plenty of spacing and no overlapping UVs, so I know it isn’t a lightmap issue. The only way I have been able to make the problem go away was to disconnect the normal map in the material editor, creating this result:
I checked, and as far as I can tell, there are no differences between the settings of the two normal maps. I also tried flipping the green channel on the original normal map, but that didn’t change anything. Another solution I pursued was to use the supplied height map instead. My setup in the material editor can be seen below, however, I still got the same strange hard shadow.
As suggested in this post, I tried utilizing ‘Use Normal Maps for Static Lighting’ but, just like the user in that post, it didn’t help. I also tried using a brand new, smaller object with the same bevel to see of the problem persisted, which it did as can be seen below:
Can you post an image from your normal map setting?
Is the material double sided? If it is, and your mesh has flipped normal on the given area its flipping your normal map to, so it can create a hard seam.
Sorry for my English.
Which sotware do you use to create the normal map?
To answer your second question, no, the material is not double sided. While trouble shooting, I did briefly try making it double sided, but it didn’t fix the issue.
As for the software used, in this case, I downloaded the PBR material set from here, so the normal map just came as part of it. Also, I made sure to download the material set meant for Unreal Engine.
Thanks for your help, and let me know if I can provide you with anything else.
It’s seems ok:\ What hapen if you bake the lighting after then you remove the normal map? I am not an expert but, my experient is that normal maps cat’t effect baked lighting(now I tested it just for make sure). I am just guessing now. But what if you increase the lightmap resolution on the mesh? What if you rotate the textures in an image editor by 90 degrees, then reimport it? How it affect the look?
Hi Sipci,
I tried removing the normal map before and after baking the lighting and the hard shadow goes away in both cases. I also tried increasing the lightmap resolution from 64 to 256, and rebaking everything. Unfortunately, it didn’t seem to help in any noticeable way. Lastly, I rotated each of the textures like you suggested and ended up with this result:
While, I did find a ‘solution’ to this problem, though it might not be a great option for everyone. I ultimately downloaded a different PBR material that fitted my needs better anyway. This new material doesn’t seem to present any of the same issues, so based upon this and what I described in earlier posts, I think there was just something wrong with the normal map from the old material. Anyway, thanks to Sipci for doing their best to help, and hopefully someone will find this useful in the future.
Unfortunately, my above ‘solution’ was less of a good option than I thought. Everything looks fine when the light map resolution of my mesh is no higher than 64. Anything higher causes the hard line to reappear. Based upon some research, I tried reimporting the mesh with normals set to flat (right click in Blender, ‘Shade Flat’) and got the following result:
While the hard edges across the entire surface are perfectly expected, the odd lighting variations a little over half way up the side (roughly where the single hard edge was appearing before) are completely unexplainable to me. Does anyone else have some ideas?
I’ve been stuck with this same problem for a long time until I found a solution. I hope it helps you and anyone else who comes across the same problem.
I have managed to solve it by setting up the cascaded shadow maps of the directional light.
Hello Micah, do you still have the original asset? Could you please post before/after pics of the solution? It would be very helpful in understanding the problem in the first place. I don’t understand what’s wrong in the first post.