I’ve encountered another problem and I cannot figure this one out. I have no clue what’s wrong with this mesh , I have tried separating it , creating manually lightmap , welding verts …nothing works, there is allways light passing through where it shouldn’t as well as main face not getting lit properly.
Hm, the lightmap resolution and the marging of the lightmap isles could have an influence on this. Have you checked that / can you post this UV grid ?
But other than that, wow this is so crazy beautiful and realistic . OMG
I ended up using it the way it was. Not very excited about the lighting there tho… tried uploading pic here but got error with 3 different resolutions/image sizes.
I thought it might have been that your source radius was too large, but it’s set to 0. Try scaling down the attenuation radius so that it doesn’t intersect with the next shelf above. You miiight have to increase the intensity to make up for the smaller radius.
The problem is/was that light was passing through. And it’s not only because the casting shadow setting was off. I’ve had problems with directional light passing through even before adding spot lights. Just like you see in the mesh preview window.
Yes production quality settings. I’ve moved on to the next project.
Shadow in preview window is generated in real time unlike scene shadows in viewport after baking, leaking trough walls is caused by low resolution of shadowmaps. if directional light is leaking light trough scene its usually caused due to wrong uvs or interpolation of the samples during light bake process, in that case you might want to tweak values in world properties tab especially when dealing with thin geometry. Also turn on shadows and in case where indirect light is not that important you can try using dynamic lights