View Full Version : Shadow Map Issues
09-10-2010, 04:41 PM
So, I'm currently having issues with a small scene I'm creating. In this little greenhouse scene, I've placed a number of large floor tiles. Some of the shadows look okay, but I've noticed that several of the tiles are using the exact same shadow map, and thus creating an effect which looks incorrect.
Is there any way I can force UDK to create a custom shadow map per tile instance, or is there something else I'm doing wrong?
Thanks for any and all the help, folks.
09-13-2010, 07:22 AM
Are the tiles different static mesh instances?
Only way I can think of that would give you this result is if both tiles are part of the same mesh and do not have unique light map UVs.
09-13-2010, 09:04 AM
There's only one tile mesh, that I'm just using all over the place.
09-19-2010, 10:45 PM
Any ideas, fellas?
09-20-2010, 09:01 PM
So did you actually duplicate the floor static mesh in the UDK, rather than instance it around in Max (or some other) and then import the whole scene via FBX?
It should work if you just duplicate the same smesh in UDK.
09-20-2010, 10:19 PM
The ASE I imported is just a single floor tile. I duplicated that single static mesh throughout the level within UDK.
09-20-2010, 11:32 PM
Do you have a second UV set for your light map? I've seen a bug a few times where your lightmap will become the "texture" of your objecct if the light map channel is set to 0 and you have a light map size set.
09-21-2010, 09:14 AM
Yep, they have a seperate UV set just for the lightmap. Textures use set 1, lightmap uses set 2.
09-24-2010, 02:21 AM
This is very strange then. It's obviously using the same light map on all of them.
Do you get the same problem if you create a new map with just theses static meshes and a light source?
09-24-2010, 10:05 AM
I hate to suggest the obvious... did you rebake the lighting after duplicating them around?
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.