I set my grid in maya to be pixel perfect to my light map res and snapped them to the grid. When I import the new mesh the pixel square meets up at the bottom perfectly, after the bake though it goes back to half a square.
yes the walls have thickness and they did have a blocker around them but I was able to get the white lines to go away after I make a new blocker around the room. The blocker I had before consisted of other rooms and a larger blocker for the whole scene. I guess there was light sneaking in somewhere.
Hey, love your videos. Im dying just to chat with you and talk about my problems with current project. i have an important meeting this Monday and i need to fix my issue before that.
As you can see below, these black lines were never there. It just suddenly appeared after i added couple of meshes (kitchen items and some materials) but nothing changed to wall settings or project settings.
I tried changing map and fresh start in another project but got same result, bake was done in production mode at first but this image is in preview build
@Marty-TDK That looks like a 4.18 issue. did you update to 4.18 and is that when the issue occurred? If so 4.19 preview 5 should lessen that issue. Can you send some shots of your lightmap density and a shot of your light map channel uvâs.
I dont think you need to bounce your skylight 100 times, I would try 10 and see if it makes a difference. It should lower your bake times drastically.
Thanks for helping out. It might be a 4.18 thing because whenever i launch the level i need to leave post process area and get back to see it properly. Also, here is what u asked for. i doubt its UV issue as it was working fine before this thing happened.
This link is to a quick walkthough - medium bake. Don;t i need 100 bounces for archviz content?
you will want your uv shells to have some space (padding) in between them. It looks like your top/bottom/sides are attached or right next to the walls. If the walls are being lit and the top/bottom/sides are in shadow then you will have light/shadow bleed. Thatâs why you want them separated and with padding in your uvs. you can do this in your 3d package or in unreal as long as the uv shells are split already.
In the static mesh editor expand the build settings. check on generate lightmap uvs then hit apply. also the min light map setting will adjust the padding. lower values like 64 will give you more padding. higher values will give you less.
As far as skylight bounces I have never seen them set higher than 10. in the description it says the build cost is proportional to the number, so a high number like 100 would take a long time to build for not much visual impact. I would do a test at 100 and another at 10 and take screenshots to see the impact and note the times.
num indirect lighting bounce is fine to have at 100 because it doesnât take much time to calculate after bounce 3. it also doesnât have much visual impact either.
Good archviz settings would be something like this.
Lightmass Settings:
.1
10
10
10
.7
Good testing settings would be:
.5
10
10
4
.7
Also I would open your project in 4.19 and do a lighting test build and see if that fixes it.
I dont see any padding in that last shotâŚare you using no padding and 64px rez? And yeahâŚ100 bounces wont do a lot BUT they also wont really add to the baking time eitherâŚso it kinda doesnt really matter.
Might be worth though trying the scene in 4.19 if you can.
thanks guys for the feedback, Iâve used your settings on 4.18 and 4.19. padding is fixed but I still see the black borders all over the place, i didnât change anything before it happened. Plus whenever i lunch the project i need to leave the post process and get back inside to get the correct clean scene otherwise it looks glitchy
Well there were big changes from 4.17 to 4.18 so it could happen that you havenât changed anything and your scene looks differentâŚ
Honestly your scene looks like you have VERY low lightmap density/resolution⌠those black corners most of the times appear when you set your lightmap resolution something like 64 and too low padding (as it was said before) and that causes the bleed!
âŚif you look at your right wall and floor you can see the blocks⌠looks like a lot lower lightmap density than on your screenshots⌠:S
Are you using the original baselightmass.ini or have you changed anything in it?
âŚalso I would turn off ALL ambient occlusion (or postprocess) until you have a nice clean bake!
the density is at 512 and the issue was not there before (project base is 4.18) but at some point its just acted like this. I even removed post processor and baked yet got the same result. Iâve attached a link to how the project looked before the black lines appeared
If you want to send me the project I can take a look. My email is dustin.tinkler@gmail.com I would try deleting your post process volume and create a new one. Also try setting r.texturestreaming 0. Did you ever try it in 4.19?
Ok, so I got the scene tooâŚ
The main problem IMO were the âovertweakedâ settings. The lights and the post processâŚ
I kind of âresetâ all of them and baked it on medium settings for these screenshotsâŚ
Also the modelling is not ideal: lot of overlapping faces and wasted lightmap areasâŚ
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