UE FACETED SMOOTHING GROUPS AFTER BAKING (Luoshuang's GPULightmass)

Hi,
I’m trying to bake a scene with rounded objects and I’m currently having problem with smoothing groups. I created this simple scene made of a plane a cylinder and a point light. To bake the scene I’m using Loushuang’s GPULightmass plugin on RTX project and I’m using Unreal Engine 4.26 dev-rendering. (I also tried on 4.24.3 the problem is the same)

  • To make shadow softer I increased Soft Radius to 100 (even if it’s 0 the problem will be the same)
  • The Cylinder has lightmap resolution to 1024px
  • If I set Cylinder’s lightmap resolution to something like 64px the artifact seems to disappear but I will have more EDGE BLEEDING
  • The artifact will appear only when I BAKE light, in real time it’s working perfectly the surface is SMOOTH

SCENE SETUP:


UV 0:

UV 1:

UE 4.24.3 + Default Baking + Source Radius of pointlight


UE 4 24.3 + GPU Lightmass

The problem happens will all ray-tracers, including Path tracers.
The ray-tracers always looks at the geometry non-interpolated and faceted. Phong tesselation before raytracing could be a good idea? Thoughts Epic?

The Shadow Terminator Problem. Google it. Epic, what do you suggest we do?