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    Strange Lighting settings for Skeletal Mesh...

    Hi!
    I've made a car paint material in UDK, and now I ran into a problem: If I put it onto a static mesh, everything's alright, like it should be:
    [SHOT]http://img828.imageshack.us/img828/2609/showroomunrealdevelopme.png[/SHOT]

    But when I apply the same material onto the Skeletal mesh, it looks like this:
    [SHOT]http://img195.imageshack.us/img195/2609/showroomunrealdevelopme.png[/SHOT]

    What am I doing wrong?

    Regards,
    Analdin

    #2
    Flag in the material 'used with skeletal mesh'?

    Comment


      #3
      ... or maybe the lack of light environment in the skeletal mesh property?
      I even don't see any shadows there. Have you got a proper light setup?

      Comment


        #4
        I'm sorry, it was my fault: the shadows are direclty where you don't see them the full other side of the car is pitch black. Light setup: one skylight, one directional light.

        "Used with skeletal mesh" was checked from the beginning.

        Comment


          #5
          reduce specular

          Comment


            #6
            As I said and as you can see, the material's fine for the static mesh

            Anyway, problem solved. Our coder pointed out that the car didnt receive dyn lighting.

            Thanks for the suggestions!

            //Edit: Nope, the weird lightings still occur. Suggestions, please!

            Comment


              #7
              Select your skeletal mesh > press F4 (object property) > type in the search bar: Light Environment.
              It has to be enabled for all none static objects. You can use the old style (cheaper) or the spherical harmonics based light environment (SHSynthesize).

              Comment


                #8
                Now the shadows are soft and pretty, but the material is still way too bright, no matter what I try.

                Comment


                  #9
                  Did you double check your car in one of the demo levels? It's just an idea but I think your white environment is the problem. If you want to keep this background then try to reduce the glow strenght in the world properties or with a post process volume.

                  Comment


                    #10
                    The car looks absolutely the same in all the other levels, no difference. When I multiply the diffuse with 0.1, the car doesn't change at all. I disconnected the Spec and the Spec Power nodes, no effect.
                    What confses me is, that it works perfectly for the static mesh, but the skeletal mesh is messed up.

                    But thank you for your help and suggestions so far, Wolverine!

                    Comment


                      #11
                      can you post a screenshot of your Shader please? and also tell us weather you're using Mat Instances or just a mat

                      Comment


                        #12
                        Here you go, shader "tree" and additional mat settings:

                        [SHOT]http://img843.imageshack.us/img843/3659/unrealmaterialeditorcar.png[/SHOT]
                        [SHOT]http://img545.imageshack.us/img545/3659/unrealmaterialeditorcar.png[/SHOT]
                        [SHOT]http://img826.imageshack.us/img826/3659/unrealmaterialeditorcar.png[/SHOT]
                        [SHOT]http://img840.imageshack.us/img840/3659/unrealmaterialeditorcar.png[/SHOT]

                        Comment


                          #13
                          BTW, could it be that UDK doesn't support multi-material models inside skeletal meshes?

                          Comment


                            #14
                            as most characters have at least 2 materials i doubt thats the problem, i do know that all my skeletalmeshs use materialinstantconstants which might have something to do with it.

                            just to test try making one and see how it looks

                            Comment


                              #15
                              We're testing how new UVs work (our coder has found a part of the solution, and we're testing it now on the full car). If it doesn't work out, I'll update this thread

                              Comment

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