Hi guys, this is my first attempt to do light maps, I've read epic docs about it and made a couple researches and learn some rules and techniques to do such thing, but I still have some questions.
1 - My model has multiple UV sets for textures, can I also do multiple UV sets for light maps ??
2 - Can I have massive distortions on that UVs without any poor results ??
3 - I've read that low resolution light maps is more for modulate assets that will be repeatedly placed on level, so can I do light map resolution 512x512 or 1024 or even 2048 for assets that is going to be place just once ??
4 - Again about distortions, following the rules I should leave this part of my object all together, but doing so will result on a massive result, is that correct ?? If no, what would be a alternative for that exemple ??
An automatic light map generated by Unreal I get some issues, I think I can handle with the rest of object, but this very part I am not sure and have no idea what to do
Replies
Distortions don't really matter on lightmap UVs. Coverage, sufficient padding, and contiguous UV shells are more important. The more seams you have, the more padding you need, and consequently, the less pixel pixel coverage you have. Remember, lightmap UV res is significantly lower than texture res. In some case it could be as low as 8x8 pixels.
In your case I'm guessing there is a UV seam, where the lighting artifact occurs, with not enough padding to prevent the bleed.
Having a 1:1 layout isn't important and lightmap layout doesn't follow the usual rules for texture layout.
So you should stitch and relax as much as you can
Less seams= less padding= more coverage and higher resolution = not needing as much in your lightmap res
Could you tell me what exactly cause bleedings ?? what should be a good or enought padding ??
If you have a look here: UE4 Docs Lightmapping UVs
It gives a very good explanation of many different lightmap UV layout scenarios.