Hello,
i have a huge problem with lightmapping.
I’m tring to lightmap some houses, but the shadows i get are wrong.
On a wall i have many poligons. The lightmapper apply shadows near every line pf the poligons like in the pictures attached.
If you don’t want to work on the model, just try to increase the packmargin. Those are bleeds of colour from nearby components.
The strange thing is that it is happening on a flat surface… looks like they are separated faces where it would be much more “right” (in a common workflow procedure) to make them contiguous as a single building face.
i generate that models via script. The reason i can’t work on the model is that there will be about 800 different models. So i have to find another solution. I tried with packmargin, but i saw that it decreased the resolution, is it possible or i saw wrong?
Increase the pack margin. A combination of these two should give good results. Like resolution 8-10 and pack margin 10, or more. (experiment).
Make your own UVs where these surfaces are continuous.
Rebuild the geometry so that the polys are continuous (they kinda are, they share some vertices, but not all).
And oh yeah, make sure lightmap is uncompressed and see if that helps. (Lightmapping → Maps → Untick compressed) That last image looks like it suffers more from compression than anything else.
this is with resolution at 80 (the previous was 12) and compression on.
But it generates too many lightmaps (1mb in vram).
Anyway if you look more the picture there are anyway little lines on the poly line. Not as big as the previous.