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lighting differences on static and skelital meshes?

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  • replied
    yeeeeeeessss!
    thank you Jetfire

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  • replied
    NOT your defprop settings, what i said was 'set the smc lightenvironment to your vehicle's main lightenvironment'
    Something like
    DoorComp.Mesh.SetLightEnvironment(MyOwnersLightEnv ironment);
    DoorComp.Mesh.SetShadowParent(MyOwnersMesh); in postbeginplay/postinitanimtree
    After that, then worry about the defprop buseprecomputedshadows = false etc- the more you poke in defprops before doing that, the further you'll take the properties fromwhere they should be in your random flailing around.
    If you dont do this, even using separate skeletal meshes will lead to different lighting on the parts to the body as different pivot locations and bounds are used for each piece's lighenv calcs...

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  • replied
    the lighting settings are the same on both StaticMeshComponent and SkelitalMeshComponent

    static

    skelital


    oh CastStatic Shadows is off on the static just to test, no difference
    guess im going to have to have them all as skelital...
    Attached Files

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  • replied
    Set the staticmesh component's lightenvironment to the same as your vehicle, assuming you have it as a component (you probably should). Iirc, shadow parenting should help too.

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  • replied
    Tearl's image link is broken on my end so I don't know what he suggested but under Static Mesh Actor Properties window, check off "Use Precomputed Shadows" as well as "Static" under Lighting Channels section. Then check on the "Dynamic". Basically make every option related to lighting in Static Mesh Actor Properties same as your Skeletal mesh.

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  • replied
    no that didnt do anything

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  • replied
    Try here (properties of your mesh)
    [SHOT]http://screencast.com/t/jn7T3UYRXaD[/SHOT]

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  • replied
    sounds good taz
    how do i force dynamic light channel on a static mesh?

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  • replied
    Skeletal by default uses dynamic light channel and static uses static light channel. You can force either to use the other.

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  • replied
    Why exactly do you have static doors attached to a rigged car body? Why not just make the doors part of the rigged model so the lighting will be evenly distributed? The lights will probably never look quite right unless you convert the doors to movers (MAYBE).

    Static meshes get shadows baked onto them with lightmass, but skeletal meshes do not get lights baked into them because they're meant to move and react to dynamic light.

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  • replied
    If the mesh is supposed to be dynamic, try /enablingdisabling light environment on it, as well as precomputed shadows. I have stumbled upon same issue but it was with an actor class using a mesh, is it same in your case?

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  • replied
    still battling with this, tried all sorts and no difference, the shadow is always black on the static mesh component (door and wheels)
    heres another pic


    anyone have any idea how to fix this?
    cheers

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  • replied
    I don't have a proper solution here, but skeletal meshes are per default dynamic and static meshes are static. Unreal does handle lighting different for dynamic and static objects.

    Maybe this can help you: http://udn.epicgames.com/Three/Devel...rLighting.html

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  • started a topic lighting differences on static and skelital meshes?

    lighting differences on static and skelital meshes?

    hello

    why would static and skelital meshes look different using the same material?
    eres a pic, the doors (static) appear darker than the body (skelital)
    they have a second uv channel for lighting.
    [SHOT]http://i232.photobucket.com/albums/ee69/teglegrecords/DDcarLighting.jpg[/SHOT]

    any ideas?
    thanks
    Attached Files
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