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thanks to epic games for new [Generate lightmap UVs] 4.23

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    thanks to epic games for new [Generate lightmap UVs] 4.23

    with this new build-in Generate lightmap UVs i am able to create lightmap for complex objects as this one


    #2
    As far as I know there, nothing has changed for that feature in that it still requires the mesh to have existing UV seams, meaning it's not a completely automatic feature, it's just an algorithm that flattens out existing UV's

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      #3
      Click image for larger version  Name:	t1.jpg Views:	1 Size:	167.2 KB ID:	1656485







      Click image for larger version  Name:	t2.jpg Views:	1 Size:	150.5 KB ID:	1656486

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        #4
        very happy with 4.23 auto ganarated uv result

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          #5
          For a model like that cloth, it's best to UV it before doing any cloth simulations.

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            #6
            Originally posted by ZacD View Post
            For a model like that cloth, it's best to UV it before doing any cloth simulations.
            Eh, if it works it works, yah?

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              #7
              Originally posted by Farshid View Post
              Click image for larger version Name:	t1.jpg Views:	1 Size:	167.2 KB ID:	1656485







              Click image for larger version Name:	t2.jpg Views:	1 Size:	150.5 KB ID:	1656486
              I don't think that has anything to do with generate lightmap UV's, it looks like it might just be a change to do with lightmap borders

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                #8
                Originally posted by darthviper107 View Post

                I don't think that has anything to do with generate lightmap UV's, it looks like it might just be a change to do with lightmap borders
                Yeah, as far as I know, the automatic lightmap UV generation has remained essentially the same since Unreal Engine 3, so it would be a bit weird for it to suddenly change significantly with no fanfare whatsoever. I'm wondering if maybe the incorrect results in 4.22 are actually due to a recent regression, rather than some fundamental limitation that has existed unaddressed for the past ten years.

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                  #9
                  lake_house_01.jpg (1920×1080)

                  even in best of ue4 archviz we see this dark borders

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                    #10
                    They removed the weird UV 2x2 pixel padding that was added automatic in the older versions. I am just guessing that this might be the change that happened for the lightmaps.

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                      #11
                      Big if true. I've always hated those dark grey edge borders on generated lightmaps they were a huge pain.

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                        #12
                        I've done multiple small improvements to both auto lightmap UV generation and Lightmass in 4.23. They work together to remove dark corners/borders.

                        Auto lightmap UV generation:
                        * Correctly consider the 2 texel padding when generating lightmap UVs. They are there to ensure no leaking between lightmaps packed together.
                        * The bugged lightmap UV packing algorithm is fixed now. It was generating overlapped UV charts even for the simplest cube.

                        Lightmass:
                        * The 'representative surfel' method used by Lightmass to process each lightmap texel has been improved to mitigate dark corners (see FStaticLightingSystem::AdjustRepresentativeSurfelForTexelsTextureMapping() ). Basically it now tries to push the samples outside if it detects a wall. Sometimes it still fails however it should make most of the cases much better.
                        Last edited by YujiangW; 08-27-2019, 10:17 PM.

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                          #13
                          Originally posted by YujiangW View Post
                          I've done multiple small improvements to both auto lightmap UV generation and Lightmass in 4.23. They work together to remove dark corners/borders.

                          Auto lightmap UV generation:
                          * Correctly consider the 2 texel padding when generating lightmap UVs. They are there to ensure no leaking between lightmaps packed together.
                          * The bugged lightmap UV packing algorithm is fixed now. It was generating overlapped UV charts even for the simplest cube.

                          Lightmass:
                          * The 'representative surfel' method used by Lightmass to process each lightmap texel has been improved to mitigate dark corners (see FStaticLightingSystem::AdjustRepresentativeSurfelForTexelsTextureMapping() ). Basically it now tries to push the samples outside if it detects a wall. Sometimes it still fails however it should make most of the cases much better.

                          Amazing! Thank you for the improvements! We needed those things fixed for a long time.

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