View Full Version : [UDK] Baking lights with non-dominant's
For my scene over in P&P I've been using a temporary light setup of 1 Dominant Directional light. It was something that A.) I could get to bake and B.) Was enough for me to see the environment as I worked.
This week I am putting emphasis on establishing that scenes atmosphere and I am tryin gto get NON dominant lights to bake. What i have tried, so far:
1 Lightmass Importance Volume
Baking @ 'Preview' and 'Medium' settings
Checked to make sure Light Channels all match up.
This is a problem I had on previous versions of the UDK and the only fix I could find was to use a Dominant light, which you can only use one of. Since I can't do that going forward i need to crack this nut now.
04-26-2010, 01:01 PM
sometimes a quick fix ive found for that is just to have the light include Dynamic in the channels rollout.
04-26-2010, 02:35 PM
when you say 1 direction or 1 omni what type? make sure you're placing static point or directional lights otherwise they won't bake. There are even some light archetypes in the Engine_Lights package that you could place and see how they work.
Make sure you have lightmaps assigned to your assets and the correct channel selected.
Not sure what other problems you could be running into, it's really as simple as holding "L" and clicking to add a point light or go actor classes Light->Directional Light right click add directional light here
Jordan, I've had lightmaps working no problem this entire time until I did your very last comment, which is what's shown in the picture above. :( That omni light is from pressing L, that directional is from adding it via the actor class window, right click, Add DirectionalLight.
Would something my World Properties being fucking things up?
04-26-2010, 03:03 PM
I would delete all the lights in the scene, place 1 point light, make sure use lightmass/global illumination is checked in world properties and in lighting settings. build lighting, if you post any more shots post them in lighting only mode.
04-27-2010, 08:22 AM
actually i ran into something like that a few weeks ago.. i just remembered. for the static mesh i changed the lightmap channel to 0.
It's not even baking shadows on the terrain... I don't think its a lightmap issue.
As a test I made a new file and brought 1 omni light and 1 of my cliff face models. I put a lightmassimportance brush around the entire thing and hit bake, and it baked successfully. I feel like I have an option buggered somewhere thats causing these lights to not bake. Any thoughts?
FIXED: I had "Visualize AO" checked off in the World Properties. Thanks to JordanW for cracking that nut with me.
04-27-2010, 02:51 PM
This is the problem I had lighting my scene. Thanks for figuring out the problem.
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