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Specular problem when lighting with GI

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    Specular problem when lighting with GI

    I am using lightmass to render a simple BSP room, and something weird happens.
    There are some random darkened areas on the surfaces. But in the Lighting Only mode, the lightmap looks just fine. I tried another wall material with no specular input and the problem is gone.
    I look into the content browser and there is a "DirectionalMaxComponent" lightmap texture which I believe causing this "problem".
    So, what is this and what can I do to avoid or reduce the random inconsistent specular highlights?
    Or do I have to avoid using very clean materials with specular so this effect won't be visible?

    I had the same problem when using a custom texture/normal. Unhooking the normal fixed it, but that's hardly ideal.