If it is a brush you need to decrease the value to get higher res. lightmaps.
Hello all, i have a little issue with shadow, good shadow before build a light, but after,a lot of disapear, i try higher Light Map, try to change brush to mesh.
I have try a lot of parameter with a lamp but no luck.
Thanks if you can help me.
I have try the lowest and highest lightmap,no change, shadow disapear after build light.
Hi v3ry -
Try adjust your Indirect Lighting Intensity downward to eliminate the shadow filling effects of this light. You also may want to look at any other lights in your scene to see if they are contributing to the fill of those shadows with indirect lighting through GI.
Let me know if this does not fix it and we will explore further -
Eric Ketchum
I have try to change between 6 and 0 with indirect lighting intensity and no change for this.
I have delete all other light and stay with one with defaut config.
I have found its problem of culling, i see shadow in very near distance:
Thanks for try to help me.
Try going into your Consolevariables.ini (UnrealEngine\Engine\Config) and add under StartUp the following:
r.Shadow.MinPreShadowResolution=1
r.Shadow.PreShadowFadeResolution=1
into your original scene see if that clears up your issue.
Eric Ketchum
I have try, same issue .
Hi v3ry -
In your original scene, please change the light to movable and post the screenshot of before and after build.
Thank You
Eric Ketchum
Hi v3ry -
This does appear to be a bug where the bias is set too low. In the meantime, have you tired in your original level to switch the point light to Static and increase the tables Lightmap resolution, while not 100% perfect it did work very well in my test case of this issue.
Thank You for you help in tracking this problem down,
Eric Ketchum
Hi v3ry -
Please post a screenshot of your scene with the Viewport mode set to Lightmap Density.
Thank You
Eric Ketchum
With static light, i have no shadow after build,
I have some success with dynamic light and lot of tweak with this parameters:
Self Shadowing Accuracy at 0.81 but its very no perfect.
From what I am seeing, your table’s Lightmap unwrap (UV Channel 1 in the Static Mesh Editor) needs to increase in size, this is probably why you are not getting any shadows from the table in Static Lighting. Your plates and chairs are incredible dense with a small space spread over a large unwrap surface but your table has a very large surface compressed into a very tiny space.
There is still a bug in shadows which we were able to track down, but for what you are trying to do, first step make the lightmap unwrap for that table bigger and then re-run your lighting experiment.
Pay attention to the checker box size between the table and plate which is what I am focused on. The table is made up of 6 square total where you plates and chairs have hundred. (Your wall also could be made bigger in unwrap as well, but it really is not that bad, more of a happy medium)
I hope this helps you out,
Eric Ketchum
This is strange bug with the table, in the last screen is the bsp with lightmap at 4 but no change in reality before spawn a cube in.
For now, the lightmap as a correcte size on a table mesh:
But with static light, i have this result:
After a lot of check, the problem still here, the lighmap is good but the shadow isn’t fine, problem with shadow culling.
I have try in new project and the probleme still same.
Hey v3ry -
It looks like your Static Light setup works except you do not have a lightmap unwrap (or overlapping UV Islands) on your plates which is why they are rendering black. Correct that and you will have the exact look you were going for.
Thank You
Eric Ketchum