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[Tutorial] How to fix Lighting Seams in UDK
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Kasigawa repliedOriginally posted by Photonic View PostThat looks like a normals issue. In 3ds max, select all the faces of the object, go to smoothing groups, set it to 0 degrees and hit auto smooth groups. Export that mesh, which should now be hard edged, into the UDK and rebuild your lighting. I am assuming the mesh already has good lightmap UVs. That should fix your problem.
Basically, Unreal is thinking that the edges of the mesh are smooth, so it interpolates the lighting and shadows to gradient and enhances those features. However, they should be hard, as they are a flat surface with a 90 degree angle. The only time you want smooth edges is on a rounded surface setup.
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Photonic repliedThat looks like a normals issue. In 3ds max, select all the faces of the object, go to smoothing groups, set it to 0 degrees and hit auto smooth groups. Export that mesh, which should now be hard edged, into the UDK and rebuild your lighting. I am assuming the mesh already has good lightmap UVs. That should fix your problem.
Basically, Unreal is thinking that the edges of the mesh are smooth, so it interpolates the lighting and shadows to gradient and enhances those features. However, they should be hard, as they are a flat surface with a 90 degree angle. The only time you want smooth edges is on a rounded surface setup.
PS: For future thread searching. In maya you select all and go to normals -> harden.
If this doesn't solve the problem, I would like to get a mesh from you, or even a scene with a setup that you have problems on. This shouldn't be an issue.
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Tom Havlik repliedOriginally posted by Photonic View PostSorry, I have been busy for awhile now. I have tried to duplicate your problem with low light situations... I don't get them.
Know that you are always going to have very VERY small seams, but they shouldn't be noticeable. If you have an enviornment, or screenshot showing your problem, I might be able to help further.
What type of light are you using, what build quality settings?
Edit:
I found the problem in another thread.
Originally posted by maxicod View PostI get some shadow errors while using meshes to make my walls, strange
Here is a screenie of the error
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heyufool1 repliedAhhhh! Thank you so much! This was the primary reason that I stopped using UDK a few months back, but now I can finally get back to it =)))) Thanks again!
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Photonic repliedSorry, I have been busy for awhile now. I have tried to duplicate your problem with low light situations... I don't get them.
Know that you are always going to have very VERY small seams, but they shouldn't be noticeable. If you have an enviornment, or screenshot showing your problem, I might be able to help further.
What type of light are you using, what build quality settings?
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crimson.cosmos repliedHey!
Wanted to say "thank you" for the tutorial. As far as I'm concerned, that was new stuff!
Cheers!
cc
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Tom Havlik repliedThere are noticeable breaks in the lighting between tileable meshes when an area is poorly illuminated.
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Photonic repliedOriginally posted by Tom Havlik View Posthttp://www.youtube.com/watch?v=ntx10JMl9f4
This isn't a solution to the problem with indirect lighting. I am bound determined to solve that one too, though.
By the way, when you said indirect lighting, are you talking about lightmass or...? What other problem are you having with lighting seams, I may know a solution based on the problem.
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Tom Havlik started a topic [Tutorial] How to fix Lighting Seams in UDK[Tutorial] How to fix Lighting Seams in UDK
http://www.youtube.com/watch?v=ntx10JMl9f4
This isn't a solution to the problem with indirect lighting. I am bound determined to solve that one too, though.Tags: None
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