Tuesday, 11 November 2014

Lighting Problems

I now have all models in Unreal 4 and all with at least a base colour applied. This means the scene is starting to represent how it will look in the final result. The next stage is to add some lighting.

At this stage I started encountering errors. There are large seams down each modular piece of the walls and light seems to be coming through as if the models are not there at all. This was the first major area to fix. I started by changing settings in the indirect lighting, sky light and light mass settings. All of these reduced the seam but did not get rid of it. I looked to see if there was a lightmap issue that was causing the error. I made sure each UV was snapped to a pixel and that there was enough padding around the edge. This did not fix the issue either. In the end it was decided to combine all my modular pieces together into one wall for each room. This fixed the seams.

(left: uncombined walls, seam, right: combined walls, no seam)

Another issue I had was the directional light bleeding through the corners, top and bottom of my walls. I needed to keep this light in to simulate the sunlight outside. I tried searching for a solution online and may people had experienced this problem with no real answer or solution. In order to combat this I added a small BSP volume behind each wall, this stopped the light bleeding through fixed the issue for now. For final presentation I will try and find a more feasible solution but as the camera for the flythrough will not go near any windows so will not show this BSP it seems suitable for now. In future I will add thickness to the walls in Maya and simply not UV map or texture the back faces.

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