I’m creating a room with a spot light and a window, but the floor (built up of 4 reusable static mesh’) has very clear edges and the shadow of the bars projecting on the floor is very jagged.
It made the scene a little darker and I found out increasing the light map for the wall, ceiling and floor static mesh to 512 helped with the jagged shadow.
The edges where the floor prefabs connect are still visible though
I’m making a VR game, so static/prebuilt lighting is preferred for me - though this light will be moveable so I guess it’s OK for this instance. Though I would really like to fix this seem issue.
Things that will cause unwanted shadows with moveable lights
Inaccurately aligned meshes
Bad normals on the meshes
To rebuild with static lights, you have to keep raising the lightmap res until the jaggedness goes away. Be aware, the trade off here is memory. Yes it runs better than moveable lights, but oops, you use a lot more memory.
Also, it’s better to use the whole UV space.
You will still probably get lines. You might be able to remove by tweaking the lightmass settings.
In both cases ( moveable and static ), the only sure fire way to get a smooth floor, is for it to be one mesh.