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'Min Lightmap Resolution': Any way to batch edit?

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    #16
    Another way to do it would be to allow the user to change the settings during the mesh import
    • be able to set a light map resolution in the import window. Let's say you would set that to 256, the imported mesh would have a light map resolution set to 256 for (optional) creating a light map in the build settings and the light map resolution in the static mesh section would be set to 256.
    • and be able to decide from which channel the (optional) light map should be build and which channel to store it in.
    Then by clicking on "import all" it would use that setting for every mesh in the import cue. And it would use the settings of the last imported mesh as default for the next mesh. It just requires to make the right choice during import.

    I understand that every mesh is different and a light map setting that is correct for a tiny object like a plate might be totally wrong for a giant building mesh. So there is no real good "default setting". But this way the default could be changed during the import process and would be right for many more assets per project. If I make 10 kitchen cabinets they would all have the same settings pretty much. It would help a lot.

    Another thing that would be helpful is to set the light map resolution in the static mesh section automatically to the same value as the one in the build section. I know there are cases where the two values are different but that's very rare. You could always go to the static mesh section and adjust it if you have to.
    www.s-dot.de/viz
    ArchViz User Interface :: UE4 Marketplace.

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      #17
      Originally posted by Vollgaser View Post

      b) UE stores the import settings per asset, and then when we re-import it suggest/prests these settings but gives us the chance to manually override/change them so we can also import with other settings

      In day to day work its really a pain in the ahhss to remember /note down manually which import / reduction /collision / lightmap settings you have figured yout that work PER MODEL and re-enter them again over and over!
      Isn't that how it is now already? If you right click on the asset and choose re-import from the context menu the settings will stay. If you import the mesh over the old one the settings will reset to default.
      www.s-dot.de/viz
      ArchViz User Interface :: UE4 Marketplace.

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        #18
        Any news on this one?
        Would really appreciate to have a quick way to deal with this.
        Doesn't seam to work in editor utility blueprints either

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          #19
          There are several features in the engine to accomplish what you want to do - Setting Static Lighting Level Scale to a smaller value will increase lightmap resolutions across the entire map (0.25 for 4x, 0.125 for 8x). Otherwise, it is recommended to set this value per asset since different assets are different sizes, and you're going to want to optimize per mesh (sometimes per object in the engine), especially if you're using uncompressed lightmaps.

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            #20
            Originally posted by mariomguy View Post
            There are several features in the engine to accomplish what you want to do - Setting Static Lighting Level Scale to a smaller value will increase lightmap resolutions across the entire map (0.25 for 4x, 0.125 for 8x). Otherwise, it is recommended to set this value per asset since different assets are different sizes, and you're going to want to optimize per mesh (sometimes per object in the engine), especially if you're using uncompressed lightmaps.
            This comes up a couple times, but this is unfortunately a misunderstanding of what the 'min lightmap res' setting does.
            When you do as you say, and adjust the lightmap resolution in the scene, for the meshes, all you're doing is setting the texture size that gets used.

            Setting the actual option in the mesh, either on import, or after, makes unreal repack the UVs to utilize the texture space better, with proper UV padding. (Yes, this can be done in external programs as well, but that requires reimporting.)
            This is particularly important if the mesh has a lot of islands, which causes the native lightmap packer to pack it very inefficiently, due to enforced padding around each island.

            Basically if you import a mesh with 64x64px minimum lightmap resolution means it'll pack the UV islands as best it can, including a... 4?px gutter inbetween the islands when possible, to avoid artefacts.
            If you then just set the lightmap resolution of that mesh in the scene to say, 1024x1024, that means that that 4px gutter between islands is now a 16px gutter inbetween each uv island, leading to a lot of lost UV space, and wasted memory. (Especially as you say, when rolling with uncompressed lightmaps.)

            If you then instead went into the mesh settings itself, and changed the min lightmap resolution to 1024x1024, it would repack the UVs in the lightmap to use that resolution more efficiently.
            Depending on the mesh, it can lead to pretty significant UV space utilization benefits.

            It's a big part of the frustration of talking about this, because the naming of the option means people conflate it with just the normal lightmap resolution in scenes, instead of what it actually is.
            It's a poorly named feature which makes people gloss over it, when it infact allows for more efficient use of lightmap texture sizes, as it's a native UV-packing solution.
            (Again, instead of needing to do UV packing externally.)

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