PLM artifacts from mixed mode dir light

Hi. I have a terrain with a mixed mode directional light in it. I’m experimentering with lighting because there is huge differences between outdoor (sunny winter landscape) and indoor (military bunker). I have gotten pretty descent results by bumping up the padding from two to four. On two I get alots of artifacts from the mixed mode dir light in my indoor bunker (look in the corner in the shadow), this here at padding two and mixed mode

Here is at padding four still mixed mode, and still some artifacts in upper corner

Baked directional light at padding four shows no artifacts

With mixed mode I need to crank the padding all the way to 8 before I loose the artifacts

Cranking padding 4 times from 2 to 8 will increase lightmap size substantially and ruin perfomance with more draw calls etc. Are there no other solution to this? Thanks

I presume that those walls are separate meshes, right? If so, you could try merging them in a DCC program or using scripts. Contiguous meshes should not cause issues with lightmap padding.

Alternatively, you’d need to either increase the lightmap resolution for the given meshes, or increase lightmap padding as you’ve already have. Another method would be to cover the problem areas with trim meshes or similar.

Problem with combining meshes are that occlusion culling will suffer. Combining an entire room will make that room render much more often than it needs to.

But maybe it’s a price worth taking

Interesting, using mesh baker to bake my mesh made things worse

Here without baked mesh and padding 2

Here still at padding 2 but with baked mesh