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kclightmap [2018/02/12 10:28]
piasecki
kclightmap [2018/10/16 13:04] (current)
sechrest
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 This visualization shows how well your lightmap resolution is distributed across your model ("​Show->​Lightmap"​). ​ Green sections of the model represent ideal density. ​ Blue indicates that the lightmap resolution is too low and may show artifacts when the lightmap is built in UE4.  Red indicates the lightmap resolution is too high and is being wasted on that geometry. This visualization shows how well your lightmap resolution is distributed across your model ("​Show->​Lightmap"​). ​ Green sections of the model represent ideal density. ​ Blue indicates that the lightmap resolution is too low and may show artifacts when the lightmap is built in UE4.  Red indicates the lightmap resolution is too high and is being wasted on that geometry.
  
-The lightmap itself is rendered in the lower left hand corner. ​ Select part of the model to see where it is represented in the lightmap. ​ You can also select triangles in the lightmap to see which part of the model they come from.  You want to use as much of the lightmap as possible, with big sections of the model getting big sections of the lightmap. ​ More on how to achieve that later.+The lightmap itself is rendered in the lower left-hand corner. ​ Select ​part of the model to see where it is represented in the lightmap. ​ You can also select triangles in the lightmap to see which part of the model they come from.  You want to use as much of the lightmap as possible, with big sections of the model getting big sections of the lightmap. ​ More on how to achieve that later.
  
  
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 ===== Step 3:  Tune the lightmap ===== ===== Step 3:  Tune the lightmap =====
  
-Once you've picked a resolution the next step is to tune how the lightmap is distributed across the model to make sure the parts of the model that need the most density have it.  In general, you'll want the most density in the trunk, low branches, and roots. ​ This is the area most often seen by the player and the most prone to obvious artifacts if the density is too low.  Leaves often have to have comparatively low density to fit the model in a reasonably small lightmap.+Once you've picked a resolution the next step is to tune how the lightmap is distributed across the model to make sure the parts of the model that need the most density have it.  In general, you'll want the most density in the trunk, low branches, and roots. ​ This is the area most often seen by the player and the most prone to obvious artifacts if the density is too low.  Leaves often have to have comparatively low density to fit the model in a reasonably small lightmap.
  
 Use a combination of the following tools to tune the lightmap density distribution:​ Use a combination of the following tools to tune the lightmap density distribution:​
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   * **Generator/​Node Scales**. Each [[kcgenerators|Generator]]/​[[kcnodes|Nodes]] combination that can house geometry has a "​Lightmap:​Weight"​ property. ​ Change this value to change the size of the selected object'​s space in the lightmap. ​ The distribution curve on branches can be used to shift the distribution of lightmap space on the object itself (without changing the actual lightmap area used). ​ This curve is used to counteract the fact that branch lightmap density naturally increases near the tip as the geometry narrows but uses the same texture space.   * **Generator/​Node Scales**. Each [[kcgenerators|Generator]]/​[[kcnodes|Nodes]] combination that can house geometry has a "​Lightmap:​Weight"​ property. ​ Change this value to change the size of the selected object'​s space in the lightmap. ​ The distribution curve on branches can be used to shift the distribution of lightmap space on the object itself (without changing the actual lightmap area used). ​ This curve is used to counteract the fact that branch lightmap density naturally increases near the tip as the geometry narrows but uses the same texture space.
  
-  * **Lightmap Resolution**. If you just can't make it work well in the resolution you've selected, you may need to bump it up by selecting a higher resolution ​like you did in Step 2.  The layout will drastically change so you may need to do a reset and start over if it comes to this.+  * **Lightmap Resolution**. If you just can't make it work well in the resolution you've selected, you may need to bump it up by selecting a higher resolution ​as you did in Step 2.  The layout will drastically change so you may need to do a reset and start over if it comes to this.
  
 >​**Note**:​ You can go into node editing mode and scale up individual branches, fronds, and leaves to tackle particularly troublesome areas. >​**Note**:​ You can go into node editing mode and scale up individual branches, fronds, and leaves to tackle particularly troublesome areas.