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Why is everything black after rendering light in UE4?
I'm making a game with voxel graphics, without rendering shadows (1 screen) it looks like everything is hanging in the air, as for me it's because of incorrect shadows. I decided to calculate them and after the calculation everything is black (screen 2) Who knows why and because of what it could be?
I think the reason may be that my PC is weak and cannot calculate the shadows.
1 screen
2 screen
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The power of the computer does not affect the quality of the light calculation in any way, only the time. To solve the problem try this:
1) Check the UVs of your objects. If it is not there, then static objects will turn black after rendering. To check, go to Static mesh -> UV -> UV Channel 0. There should be shapes with white edges on the bottom left
2) Check the quality of the shadows being created. The Light Map Coordinate Index should have the number 1. The Light Map Resolution should be from 4 (preferably 64 or more)
3) If all of the above did not help, then change the object type from Static to Stationary. This will degrade the performance of the game, but the object will be displayed normally.
I don't fully understand why this is happening. For the first case, I have a theory that ue4 on a static object creates a 1px UV on its own, which causes the entire mesh to be shadowed.
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