Why shadows are curvy on straight cube object ? There is 3 different objects. White is Ue4’s cube.Other’s Uvs are scaled to low. Other is standart Uv directly exported. So as i understand uvs are not affects on shadows. The main question :Why shadows are curvy on straight cube object ?
Hi!
If this is static lighting it’s highly possible that the receiver surface has a low lightmap resolution!
…if not: you’ll have to share more information about your scene!
True,but can’t we set lighmap resolution automatically ? By manuel i can’t get the correct number. 256 is too high. 4 is too low+wrong shadings. I don’t know what to do.
??? I’m not sure if I fully unserstand you… :S
What do you mean by automatic lightmap resolution? Like Unreal would read your mind what quality you want and set the correct lightmap resolution according to it?
It’s in YOUR control!! Of course in the beginning Unreal will set a “random” lightmap resolution to the meshes… if you like you keep, if not you change setting as in any other software…
…there are also numbers between 4 and 256…
Hmm.Alright. Can i ask a last question? Should i give numbers like 5 7 13 19 27 ? Or i should give numbers as 4 8 16 32 64 128 256
You can ask as many questions as you like!! We’ll try to answer them!
I personally would stick with those even numbers! …I’ve seen who doesn’t!!
…I think I’ve read somewhere (I might be wrong!!) that if you use in-between numbers it will round up anyway to the closest higher one, so you’ll just waste uv space…
understood.Thx
Hey, I think i solved my problem but im not sure.I setted cascated shadow maps and got much more better result.But does it has any bad sides ? Im getting a good render even if i setted their lighmap res. 4 .
Cascaded shadow maps are like dynamic shadows so will be the best quality, they don’t depend on any lightmap resolution!! You’ll have a shadow change/shift by distance usually… I think it’s as expensive as a dynamic light: the most, since it’s calculated realtime…
If i set to movable, im getting good shadows too.So what is the difference ?
Oh Wait ! I solved my problem !!! I got it ! Thank you for your help
Dynamic lights won’t produce GI!! …and they are the most expensive lights on runtime: they have to be calculated realtime! Baked lighting information is the chepest: they are pre-calculated maps!
Power of 10, dont be afraid of 2048/1024 on objects that need such immense resolution.