WHOA! For some reference, the largest lightmap we used for our Unearthly challenge was a 128. Most were 32x32's. And as you can see in our final shots, shadows are nice, soft and detailed. Once Lightmass finishes the actual lighting part, its taking all those lightmaps, re-mapping them for better shadow contrast resolution…
Ah, took a look at the movies on a friend's PC. Looks to me like dynamic lightmaps... every triangle of every mesh has it's own unique UV space, and the scene is rendered every frame into a set of lightmaps. This is cool because you can also do bounce lighting and soft shadowing... but it can be uncool if you're lighting a…
We are working on a forest scene using the Directional light to do most of the lighting and have come across an issue when our LOD's change. The lighting changes dramatically in some of the assets, even though the lightmaps are closely matched. To create the assets we used photogrammetry and reduction of the LOD's was…
You would get much better results if you manually unwrapped the lightmap UVs. You can bump up the lightmap res but at a pretty exponential hit on performance. 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…
Though I normally advocate stacking UV islands to increase texel density of your textures, if you are using tiling textures anyways it is better to lay out your UVs uniquely, that way the UV layout can be used for both your texturing and your lightmaps as well. If you are stacking your islands, an easy way to quickly…
I'm also doing this trim texture sheet kit thingy that all the cool kids seem to be on these days. Boop. Quick UDK question. I'm currently stretching my lightmap UV's rather significantly to completely fill the 0-1 space, my thought is that since the maps will be baked down the stretching won't matter and that the…
Wow, I took a deeper look inside 3d max , asked chatGPT a few questions and looks like they completely killed that baking camera extra options of Armold in 3dmax . What's left is only RTT dialog with pretty limited choises . So no ray cast though alpha clip. No cryptomatte bake. No ray origin shifting . It's a crazy thing.…
Thanks for the help, everybody! I redid my unwrap and focused on making it as good as I could. I did two different unwraps, so that I could compare the results and determine which one was best. For the first unwrap, every vertex is snapped to a 32x32 grid. Assuming a lightmap resolution of 32, every face would have at…
Generally, stationary light is the highest quality one, because it will have nice specular, unlike the static one. Its kinda like the best of both worlds. Its also the most used one in games made with ue4, at least on pc/console. Lower end devices may require fully baked lighting. About the lightmap uvs: Unreal can usually…
2nick2730: lightmap was a question i wanted to ask about, but decided to google a bit and found this http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-01-basics-and-important-principles-for-creating-using-lightmaps.php so lightmap was made properly(unique unwrap with proper distance between shells(for choosen…