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Some questions about Lightmass

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    Some questions about Lightmass

    1. Is there any way to get rid of this without making lightmaps lower?






    2. How to fix disappearing shadows on KActors?






    3. Is it possible to have lightmap blur depending on the distance using dominant lights?


    #2
    You shouldn't usually have high res lightmaps. It is better to use cascading show maps setups with dominate lights.

    For the kActors, make sure your lighting channels are setup properly. If you have to, do not use precomputed lighting on them.

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      #3
      1) That looks like light bleeding because the outside is very bright (EnvironmentColor it looks like) and there's only a thin wall to block the light. Try putting a shadow casting shell around the rooms to block the light. You can even make it hidden so that it doesn't show up in game.

      2) Objects lit with light environments (skeletal mesh actors, interpactors, kactors, etc) use cheap shadowing from the environment by default. You can enable the more expensive shadowing by setting bUseBooleanEnvironmentShadowing to unchecked. The property is under Dynamic Light Environment (or just search at the top of the property window).

      3) Dominant light shadows are limited to uniform penumbra size. This was done to keep the storage requirements low. No way around it.

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        #4
        You can adjust the penumbra size for dominant light shadows per-material (its under lightmass settings in the material) - higher number means a blurrier signed distance field shadow. It doesn't actually affect how it's stored though, just tells the shader how much blur to apply to the shadow edge, so not great but you'd probably find that better than using standard (DirectionalLight) lightmaps for things like tall tree shadows.

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          #5
          Ok, thank you all.

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