Weird lightning on textures

Greetings.

I am getting some weird lightning in my level textures, like this:

02b280c580f3704a3ddac3d4d9718f18.jpg

It seems to be fixed up if i move the brush, but another one gets the weird lightning. Is there any kind of fix for this, because it looks quite bad to be honest.

Yeah, I ran into the same issue… Take a look at a thread of mine: Lighting issue -> shadow issue on edge of meshes - Rendering - Unreal Engine Forums

You can fix a lot of weird lighting stuff with hand made UV lightmaps. This is very time consuming and no guarantee it will fix everything.

Other options are to create more modular pieces in different sizes so you dont need to put them together like you do. Its suggested to put other meshes on the edges where your modular pieces touch(like a pilar or someting). But this limits the level design a ‘bit’.

I went for full dynamic lighting. No more lighting to build! No more weird shadows or color differences and day/night cycle is possible. It has a performance cost ofcourse. Distance Field AO is very interesting: Distance Field Ambient Occlusion | Unreal Engine Documentation even though it has its own issues(like getting shadows on a landscape… if anybody has any tips on that, let met know :slight_smile: )

Oh dear, it was just what i needed! I didn’t even think about removing static lighting all these months i have spent dealing with this issue, and now it is gone with just a simple tweak. Many thanks Martin, you just made my day! Hahahaha! (no jokes, i was getting really mad about this bug).

Hi Oscar,

The issue you’re seeing isn’t a bug with static lighting. This just requires some extra work to get right, and even then it can still depend on a number of factors.

You can read some more information on this thread here that can help with setup in UE4 world settings > Lightmass and with your Lightmap UVs: Modular Asset Lighting Problem - Rendering - Epic Developer Community Forums

Tim

But in my level i am using BSP in order to create it, and creating a Lightmap for every BSP that my level has would take me a lot of time. For now i think i will stick to having dynamic lighting, but maybe in the future i will try to work with static lighting and creating Lightmaps. Thanks anyway for pointing that out Tim.