Every time you double the lightmap res, the amount of pixels in the texture quadruples. So usually that means doubling the resolution makes the build 4 times longer. Most of the time you can get away with rather small lightmap resolutions, as the textures hide the pixelated/blurry look pretty well.
When I toggle off "Use Precomputed Shadows" on an object I get an error when baking: Performance Warning Untitled_6 StaticMeshActor_3 Static Mesh component 'MyPackage.Plane' not lightmapped and not using a light environment - will be inefficient and have incorrect lighting! Set bUsePrecomputedShadows=True to use lightmaps…
Nice looking scene Luck, like others have said, nice lighting. The reflection on the floor are really nice touch as well. Whats the issue with the shadows? Have you created a 2nd UV channel for your props for lightmaps? Check out this tutorial by Hourence. http://www.hourences.com/tutorials-ue3-lightmapping/
Hi, I set up a camera fly through with Kismet and Matinee. Everything looks great in the editor but when I dump the frames via the "Create a movie" button in matinee , the scene is rendered without the lightmaps. I am getting the lighting needs to be rebuilt message, would this cause UDK to ignore all of my lightmaps? Any…
what happens when you dont lightmap it? looks like lightmap uvs to me. Also, as far as if this should be modular goes- do you plan to reuse those pieces on other buildings? If so, then make the parts you want to reuse modular. Otherwise just model normally.
I imagine your cobblestones are casting shadows but the terrain lightmap is too low resolution to accurately shadow them. To get rid of the blobs you should either bump up your terrain lightmap res or set your cobblestones to not cast shadows. The latter would probably be best.
Hi there :) Already looks good, could you maybe show your lightmaps UV? Maybe its some kind of bleeding, the easy solution would be to use higher padding for the UV 2. Lightmap resolution always help obviously but its highly related to the perf you want to reach. Keep it up!
Hey. As far as I know UE4 light works better with separeted meshes. This way the engine will work with separated light maps for each mesh and bake light better. If you use 1 single mesh you would need to increate lightmap resolution to get the same result as multiple small lightmaps.
the model had lightmaps we used the lightmaps that udk generated - edit we ended up not going for a light inside the building that would shine out of the windows instead went for emissive textures http://moshbeast225.deviantart.com/#/d4hxxfy thats the entire scene if anyone is interested and thx for all the help guys :D
Finally figured out the cause! I have the lightmap resolution for this mesh set to 512. But when I reduce it to a lower value, like 256, it will fix the messed up light bake. UDK just doesn't seem to like cylinder meshes with a 512 resolution lightmap setting, go figure