Hi Guys,
I'm new here and want to share knowledge I gained about Unreal engine and answer questions people asked.
I checked the "new" section and there were 2 questions I would love to answer. But I was unable because they all say "Not open for further replies."
I do ask myself why is it being locked right away without any answers?
I'll try to share some knowledge about building lighting in Unreal engine:
The issue where light bleeds between the walls is because the edges are split up and one edge of the UV does not know what the lighting for the other edge is.
So you get these seams that appear, even if the mesh is a single object and not individual pieces.
The main issue is that each individual object gets processed by itself and so some things like smoothing will be different and cause variations in lighting color. The effect is the most extreme when an object is lit mostly by indirect lighting. But, it's still better for something like that to be modeled as a single object, it will lower the number of draw calls and the amount of polygons.
Hope this helps!
I'm new here and want to share knowledge I gained about Unreal engine and answer questions people asked.
I checked the "new" section and there were 2 questions I would love to answer. But I was unable because they all say "Not open for further replies."
I do ask myself why is it being locked right away without any answers?
I'll try to share some knowledge about building lighting in Unreal engine:
The issue where light bleeds between the walls is because the edges are split up and one edge of the UV does not know what the lighting for the other edge is.
So you get these seams that appear, even if the mesh is a single object and not individual pieces.
The main issue is that each individual object gets processed by itself and so some things like smoothing will be different and cause variations in lighting color. The effect is the most extreme when an object is lit mostly by indirect lighting. But, it's still better for something like that to be modeled as a single object, it will lower the number of draw calls and the amount of polygons.
Hope this helps!