Indeed it is. You can make global changes by finding the post process chain (just search for it in the content browser) and adjusting the AO node. Lots of control including intensity and fade distances. Well, you're seeing a few things there. The reason the wall looks as if it has so much AO is because Lightmass also bakes…
CCP games is integrating it, but into their own engine so I can't really tell about any performance in Ue3, but it's pretty fast (on very 'current gen' kind of configurations). Enlighten is not yet 'radiosity on the fly', it still has a notion of static vs dynamic. The pre process is pretty quick tough. What's especially…
If you're using their built in fracture, then no. Bakes like normal (uses lightmaps) but the outer pieces that form around the core of object do not self shadow / cast shadows. Debris physics chunks are dynamically lit. The volume is really only used to determine how far photons should go when calculating lighting.…
What if there was a robot sent from the future who's sole purpose was to UV map things? @ Malcolm - I have been guilty of the following in regards to semi-auto UVmapping: I get the mesh with properly UVmapped diffuse channel (with overlaps and shell stacking), dupe that UV channel, and scale UV's to mesh to make sure they…