[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

Thread archived.
You cannot reply anymore.

File: artifacts1.png (1.97 MB, 1918x1080)
1.97 MB
1.97 MB PNG
Started putting some stuff inside of UE4 and the first problem I encountered is a lighting problem, the thing is, I don't really understand what is going on.

I thought it had to do with the lightmap resolution but I tried changing it and it does not go away. I am pretty certain it is a bug that is shadow related, from the sunlight I have in my scene, but I can't find the setting or option to turn the quality up or whatever.

PIC RELATED, It is the problem im dealing with in the scene!
File: artifacts2.png (961 KB, 1230x538)
961 KB
961 KB PNG
Here is another angle on the same problem.
you can try following things

>turn off static shadow for this object and build
>get rid of directional light and use smaller light
>128 lightmap res on your asset
>check if the asset is actually snapped percisly where it should be and not be in half assed location
Try making your materials 2-sided, see if that works.
I already tried to buff the lightmap resolution to 256 even.. didnt work.

Do the assets really need to be snapped perfectly together in UE4? I know that having an asset being really close to something without being snapped causes issues, like in the thread image on the right side it creates a black line along the side of the wall.

But if an asset intersects through another one, does it cause issues?
>Started putting some stuff inside of UE4 and the first problem I encountered is a lighting problem, the thing is, I don't really understand what is going on.
>I dont even know how to use a debugger
>I really know nothing about graphics
>all I can do is drag and drop and rotate little lego-ish blocks

this is why you have to learn more about graphics my kid. Unreal is just drag and drop babby tier
well he's certainly not gonna learn more with your autistic ass helping
File: Leaf.png (819 KB, 1024x1024)
819 KB
819 KB PNG
hahaha I do environment art but I sadly don't have any level artists and technical artists to my disposal. So I guess if I want to show off my stuff in real time I have to use UE4 myself, even tho "i know nothing about graphics" or whatever that means. So if you're not going to help, can you at least point me in the right direction? Thank you!
learn how to use a debugger and stop making retarded posts like this one and OP. All you're doin is wastin time and bandwidth
>Do the assets really need to be snapped perfectly together in UE4?
absolutely. you need to snap objects to grid and use the grid as a guide for building an environment

you can't just push some walls and hope it will work. otherwise the light will bleed through very narrow cracks.
what i do is usually upload the ceiling+floor+walls in one piece, arrange the collision then i start adding props and set dress.
stop being an asshole, people can ask questions this isn't vip club
Thanks for the info! That is very very helpful!
First of all, why do you expect people to make posts that are not retarded? This is fucking 4chan.

Also, all the videos and documentation on youtube about debugging inside of ue4 have about 100-3000 views maximum. This makes me think that debugging is quite technical and only really necessary for people that are level designers and people who are testing more complex things. I don't think learning debugging is my number 1 priority right now.
debug with nvidia nsight lad. If you're not debugging in 2017 and using pixel history you might as well just admit that you have no interest in ever being more than shit tier
I think I didn't make myself clear.


I would of wrote it down in Comic Sans if it was possible but I think it's clear enough in caps for you to understand.

you've made it quite clear that you want to continue to suck ass at this and make retarded posts. We get it. Fuc off now, you're wasting my time.
You're wasting your own time, this is amazing. If you're employed right now i'm making you lose money or efficiency as you read these words. It's kinda funny don't you think?
mate this is a professional forum, albeit anonymous. This is a give and take non zero sum place where we can all get smarter. I told you to learn a debugger and you continue to not heed the advice and just be a retard. Take that as you will. I actually do make money off this and know what I'm talking about.
You are a level designer, technical artist or game designer.
dont put me in a box m8.
So you're a generalist? Putting you even further from the line of work where im heading. Look I appreciate that you tried to convince me to learn how to debug but I dont have all the time in the world, I need to learn only what is absolutely necessary in ue4 and even if in the end I fail to showcase my work in the unreal engine, well I can still present my work in marmoset.
Are you sure you actually changed your lightmap resolution? You gotta increase it under Static Mesh Settings (Light Map Resolution), not just the Min Lightmap in the build settings.
Increase your lightmap resolution on your mesh I believe. If that try playing around with your light source(including sky light) and see if it regenerates the shadow. You can also try moving the object up into the light then back down and see if it persists.

Also generate shadows might be your issue, as a generated shadow will persist until you regenerate.
I actually did both because at first I thought the light map resolution was the thing in the build settings, in the end I watched some documentation and did change it to 256 for the Static Mesh. But thanks for the help!
Yes im pretty sure it is shadow related, when I turn the shadows off, the artifacts do not appear. The thing is, I searched for all the shadow settings I could find and played with them but nothing seemed to change the problem. Thanks for your help tho, its appreciated.
In your viewport, set view mode to light map complexity. If everything is green, the resolution is ok. Blue is too small, red is too big.
I fucking love you, i'm doing that the moment I arrive at school. Hope I will be able to see my issue.
>wasting time and bandwidth on one of the slowest boards

Bruh we can use any posts we can get our hands on

Check out this. With baked lighting, gone are the days of lazily intersecting geometry. You now have to consider the topology of your non-organic models and also have to create a second set of UVs for lightmapping.

I can tell that floor is just a giant plane. If this scene were to be 100% perfect for baked lighting, not a single tri would intersect with any other tri or vert. You basically have to put the same effort into creating static meshes as you do rigged meshes.

Practically, you can cut corners for smaller geometry. For example: where the security cam attaches to the pillar, it's probably not worth it to create extra geometry in the pillar and weld the camera just to get proper lighting.
what the fuck are you talking about? static meshes intersect all the time in modern games even with lightmap, how do you think people place rocks and shit through irregular terrain?
Are you making a Dawn of the Dead game?
I swear that reminds me of Dawn of the Dead.
File: lighting.png (22 KB, 608x359)
22 KB
Forgot pic.

>how do you think people place rocks and shit through irregular terrain?
Terrain uses dynamic lighting not static lighting. Don't talk about what you don't know about.
the rocks don't, you completely missed the point
reliance on cut and paste assets and quick changes to levels makes what you're suggesting completely ridiculous. I can assure you no sane game dev will go in max and completely redo their geo to support every individual lamppost they place in their game, and you're giving shit advice that will get noobs to waste their time on essentially pointless practices
File: vCFvsXQ.jpg (576 KB, 1400x589)
576 KB
576 KB JPG
>the rocks don't
They do actually. Current-gen environment props are blended into the terrain by shader and are shadowed from a combination of AO and dynamic lighting. For proof look at Megascans environments. All their props are dynamically lit.

>you're giving shit advice that will get noobs to waste their time on essentially pointless practices
Actually, you've completely missed the point. Go back and read my original post

>it's probably not worth it to create extra geometry in the pillar and weld the camera just to get proper lighting.

I clearly said it's probably not worth it. But it would be worth it in certain scenarios:
>The lamppost is a modular asset that's reused many times.
>The game requires you to look for security cameras and thus the player will be paying close attention to them.

Your generalization shows you only have a surface understanding of current-gen rendering techniques. Hone up your knowledge before you call other advice "shit" when in fact it's your own advice that's shit. You'll never learn anything new with this attitude.
I understand a bit better what you were trying to say and now I believe that you just explained your point very poorly.

What you're advocating is a fix to certain lightmap issues that can be planned in advance, but by no way how "everything should be made by default", which is essentially the way your post presents it.

Intersecting geo isn't just for occasionally "cutting corners", it's how things should be handled except for specific cases such as huge planes having light leaks, and indirect lighting on tiled objects with no break-up geometry.
teaching isnt your forte
The post wasn't a problem, your comprehension was. Here let me break it down for you:

>You now have to consider the topology
>and also have to create a second set of UVs for lightmapping.

>If this scene were to be 100% perfect for baked lighting...
This explains how to achieve perfect lightmaps

>Practically, you can cut corners for smaller geometry.
After that was stated, this statement explains that perfect lightmapping is impractical and a situation where corners can be cut.

The next posts were just corrections of your mistakes about lighting, terrain, and props.

Maybe next time you can read slow, take a breather. If you find words too hard, look them up. Maybe your local college can offer you remedial classes?
you literally opened your post by saying intersecting geo was no longer a thing, and stressing static mesh creation had to be as detailed as organic, animated meshes. it doesn't matter that you made a little addendum, because what you said was as misleading as saying hitler killed a few people because you define "few" as anything more than 1.

why can't you just admit that your initial post was poorly worded, regardless of your point? it'd definitely make you appear more humble and intelligent than going "hurr durr no I was technically right all along"
he'll never concede that his wording is retarded because he's the "edgy" anon
You need proper UVs for lightmap. !st uvs are for texture, 2nd uv map is for lightmapping. Open that model in any 3d app, add second UV (just flattern) and make at least 3 pixels wide gaps between uv islands. So if your lightmap is 256x256 those need to be separated at least by 3/256. Else shadows may overlap.

Also if you know that one surface may be in shadow (like side of bed next to wall) put it on separate uv island, that way you can get sharp difference of light on that edge.

Last ting is: check smoothing groups on that model.

Unreal has really sucky lightmapping, or should i say it is great but very easy to mess things. And most models (even those on epic marketplace) are done by artists that never released things on unreal, so they are clueless about those quirks of unreal engine.
UE4 creates lightmaps automatically based on your 1st uv set.
Does it remap the UVs if they overlap? I haven't found a way to get it to do that, though I just run a pack on the second channel before exporting my mesh.
It basicly picks all of your uv islands from your first uv channel, and rearranges them so they don't overlap. That's all it does.
Make sure your second channel is empty when you export. (If you use 3ds max you can use the clear uvw modifier, dont know with other software). When you import in ue4 you can check the auto generate lightmap box.

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.