The Mesh is only 1 material.
The material is something I built, and I’m using a texture instance applied to the material, but even if turned to pure white it still has a dark splocky appearance.
I did a test where I baked the lighting with a very basic white material, that was the image above. You can see even with the white material the shadows are very dark.
Normally dark shadows on baked lighting would be a combination of Uv’s and the lightmap resolution. But I’ve done tests with multiple UV setups and the lightmap set to 1024, and saw no difference.
I can get the lighting to build correctly but only when it is above a surface with a simple shader. What’s also strange is if I change the landscape material the lightmap doesn’t change(as expected) however when I save the file and reopen it the foliage is dark. The dark appearance of the foliage is not changed even when I change material to white.
The mesh is a quixel asset so I can’t share
I’m noticing now sometimes when I open the file the foliage looks correct, other times it’s dark. So the same file not resaved or changed in any way has different looking foliage at different times.
Seems like a bug to me