Debriefing > Bug Reports & Fixes

Displacements and Lighting Issue

<< < (2/2)

Mangley:
Awesome!  :)

Torn is correct, unlike brush geometry where lightmaps are mapped to world tangent XY space dispacement lightmaps are mapped to the displacement's lightmap UVs are clamped to the displacement vertex positions along projected face normal of the brush face(s) you built the displacement from. Displacement faces from the same brush are also considered to be in the same smoothing group - which is something to keep in mind also if you're using advanced techniques with displacements.

Navigation

[0] Message Index

[*] Previous page

Go to full version