Hi, I'm just exploring UDK a little and wanted to check out the lightmass system.
I am having a bit of an issue with the using emissive feature. You can see from the pic that it does not seem to be balanced, there is more blue light climbing up the pillars/walls on the right than on the left.

This should not be the case, the light is coming from these little blue bulbs which are part of the floor section SM. There are 6 in each SM, 3 on each side, exactly the same distance away from the center.
There are no other lights in the scene and the walls are an exact mirror image of each other, So I'm curious as to why there is more emissive coming from the right than on the left.
Is it because lightmass is not designed to use such a big object for emissive lighting? (I see in the tutorials that the objects using this feature are single bulb style static meshes, not giant meshes with bits of emissive material scattered around).
I tried seperating the bulbs out, and had to readjust the lighting, but generally got the same problem, where the light seems "weighted" in some areas, for seemingly no reason. Take a look at this pic, all of these lights are individual static meshes with the same emissive settings, why then are only some of them splashing blue on the wall (in various degrees no less)

Dont get me wrong, I like randomness and I think with lighting it helps add to the realism of a level, but I'd like to be able to control it to a degree.
I am having a bit of an issue with the using emissive feature. You can see from the pic that it does not seem to be balanced, there is more blue light climbing up the pillars/walls on the right than on the left.

This should not be the case, the light is coming from these little blue bulbs which are part of the floor section SM. There are 6 in each SM, 3 on each side, exactly the same distance away from the center.
There are no other lights in the scene and the walls are an exact mirror image of each other, So I'm curious as to why there is more emissive coming from the right than on the left.
Is it because lightmass is not designed to use such a big object for emissive lighting? (I see in the tutorials that the objects using this feature are single bulb style static meshes, not giant meshes with bits of emissive material scattered around).
I tried seperating the bulbs out, and had to readjust the lighting, but generally got the same problem, where the light seems "weighted" in some areas, for seemingly no reason. Take a look at this pic, all of these lights are individual static meshes with the same emissive settings, why then are only some of them splashing blue on the wall (in various degrees no less)

Dont get me wrong, I like randomness and I think with lighting it helps add to the realism of a level, but I'd like to be able to control it to a degree.
Comment