Hello there, I am having some issues here with shadows and lightmapping. I’m not sure what is going on and it is very frustrating. With that said, I’m having issues with shadows bleeding through the wall. I’ll post up a series of photos maybe this will help you understand. I have tried to work on this for over 2 days now and no dice.
I used 3DS Max to build my models, I do two different UV maps, channel 1 and 2. Channel 1 for textures and 2 for my lightmaps, I export them as FBX (I’ve tried ASE also, same results) and import that to UDK. My lightmaps are on channel 2 in 3Ds Max because I know UDK uses 1 for 2. My lighting in the map I am using so far is all Emissive lighting from the overhead lights which I setup I have no overlapping UVs, I know that for sure.
I am using one point light between the two cabinets because my emissive light seems not to cast light on them if they are a mover. However even a spot light which I understand is a dynamic light is still creating my movers to have shadows through the walls. (This isn’t something I can just dismiss, this shadow error, I’m building an office building which will have rooms next to each other, an floors on top and bottom.)
I do have a lightmass importance volume in the scene but its set at 256x256x256 and set outside of the scene because it makes everything too bright and looks horrible. I came across someone who said not to use CSG brushes for building rooms and to use static meshes instead and so I built the rooms completely in 3DS Max and setup precise collisions UV mapping and UV lightmapping and the movers still bled shadows through the walls. I have also tried setting up lights to use normal instead of modulated shadows, still didn’t work an tried setting the use similar mapping to false in the baseengine.ini file and finally in the world settings tried changing the ambient occlusion to true, and nothing.
The only thing which seems to help is setting the model to indirect shadows or the wall to indirect, however in that case the shadow vanishes and it looks horrible. Here is some photos, please give me some advice if you have any! Thanks!
This is the look I want (The cabinet on the right)

But it is doing this, which is a hall directly next to the room. (The cardboard boxes on top do the same thing, I currently have them set to indirect so they don’t.)

My UV and lightmapping. (No overlapping Faces)

This is what I get when set to indirect shadow, lighting on the cabinet is fine, shadows vanish, and this is unacceptable.

This is the mesh set to static; using pre-computed shadowing the shadowing on the bottom of the cabinet is horrible! Even bumping up the res and overriding the light map still makes it look ugly. Went to 128, shouldn’t really have to go that high in all honesty in my opinion.

Un-checking pre-computed shadows gives me this error, which I don’t understand, because the lightmaps are there, and there is no checkbox to turn them on? However if there is I’m not finding it.

Someone please help me out here!
I used 3DS Max to build my models, I do two different UV maps, channel 1 and 2. Channel 1 for textures and 2 for my lightmaps, I export them as FBX (I’ve tried ASE also, same results) and import that to UDK. My lightmaps are on channel 2 in 3Ds Max because I know UDK uses 1 for 2. My lighting in the map I am using so far is all Emissive lighting from the overhead lights which I setup I have no overlapping UVs, I know that for sure.
I am using one point light between the two cabinets because my emissive light seems not to cast light on them if they are a mover. However even a spot light which I understand is a dynamic light is still creating my movers to have shadows through the walls. (This isn’t something I can just dismiss, this shadow error, I’m building an office building which will have rooms next to each other, an floors on top and bottom.)
I do have a lightmass importance volume in the scene but its set at 256x256x256 and set outside of the scene because it makes everything too bright and looks horrible. I came across someone who said not to use CSG brushes for building rooms and to use static meshes instead and so I built the rooms completely in 3DS Max and setup precise collisions UV mapping and UV lightmapping and the movers still bled shadows through the walls. I have also tried setting up lights to use normal instead of modulated shadows, still didn’t work an tried setting the use similar mapping to false in the baseengine.ini file and finally in the world settings tried changing the ambient occlusion to true, and nothing.
The only thing which seems to help is setting the model to indirect shadows or the wall to indirect, however in that case the shadow vanishes and it looks horrible. Here is some photos, please give me some advice if you have any! Thanks!
This is the look I want (The cabinet on the right)

But it is doing this, which is a hall directly next to the room. (The cardboard boxes on top do the same thing, I currently have them set to indirect so they don’t.)

My UV and lightmapping. (No overlapping Faces)

This is what I get when set to indirect shadow, lighting on the cabinet is fine, shadows vanish, and this is unacceptable.

This is the mesh set to static; using pre-computed shadowing the shadowing on the bottom of the cabinet is horrible! Even bumping up the res and overriding the light map still makes it look ugly. Went to 128, shouldn’t really have to go that high in all honesty in my opinion.

Un-checking pre-computed shadows gives me this error, which I don’t understand, because the lightmaps are there, and there is no checkbox to turn them on? However if there is I’m not finding it.

Someone please help me out here!

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