So I have no real lighting setup in this level. No lightmass, just default Unreal lighting with auto exposure to brighten everything while I put the level together. Recently I have noticed some meshes are darker than others using the same material, exact same mesh just duplicated as is modular. This goes away and returns when moving the mesh around the level. If i move it closer to the floor it renders correctly, if I change bounds scale it renders correctly. Anyone know what this is and how to make it not happen?
Thanks
Hi!
Could it be ambient occlusion?
This is full final render?
I see material is ok, because other pipe is brighter, for sure with same materials.
I think it can happens, if big part of mesh is in dark (maybe wall). I don’t know is in Unreal variable light source for mesh, or light point like elsewhere, so better to scale mesh to fit in lighted area instead of push part of mesh (here pipe) inside wall. Just guessing.
I had something to do with where my level was in world space. It was in the center so I moved it past the x axis in front view and it renders correctly now. Weird. Thanks for the responses:)
I had something to do with where my level was in world space. It was in the center so I moved it past the x axis in front view and it renders correctly now. Weird. Thanks for the responses:)