Hey presto,
First off thank for the reply, so answering some of your questions:
So you’re trying to get a static render of the character, with no animation involved, and have it render at the quality or better of the dynamic lighting?
Not exactly, I got pretty good results for my purpose either using Dynamic lights - Static Mesh Mobility on my character or the Stationary lights - Movable Mesh Mobility setups, the thing is I want to understand why it didn’t work when the mesh was static
What is the number of indirect lighting bounces?
I’m using 6
The link you posted of the Masterclass goes into a bit of detail on how minimizing space between UV islands is essential to not incurring noise / artifacts
As I understand what Jerome says is that minimizing the padding by increasing the Min Lightmap Resolution increases the DEFINITION of the shadows, but it doesn’t get rid of artifacts, the artifacts/noise you talk about is whenever they are too close to each other, this also depends on the scale of the object, the bigger they are the more resolution might need (might be wrong on this but that’s what I understood). That put aside, I did some testing changing this resolution to repack the lightmap and I got pretty much the same results which is weird because it happens only when both, lights and character, are set to static. Also tried enabling the shadow options you told me but it didn’t make any difference unfortunately
Finally, one other aspect to check is the material settings. It could have LODs set to use a lower resolution, when it should probably be set to either NoMipMaps or use only one MipMap across all distances / scales of viewing the character.
Do you mean Skeletal Mesh in the Usage Tab? The one that is enabled is the “Used with Static Lighting”.
I’ll keep checking what might be the cause of this because it concerns me that at some point in the production of the asset I might have done something wrong, I’ll let you know what I find.