Forge/Embeddium/Oculus 1.20.1: Lower than default generated normals interact strangely with lightmap normals
soup587 opened this issue ยท 1 comments
soup587 commented
title, seems like it's something with block tris given the way the normal difference seems to 'split' diagonally across a block
SpacEagle17 commented
This unfortunately is an issue that happens with all directional lightmap implementations and as far as I know, it can't be fixed. I tried to minimize it as much as possible