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Lightmap res on invisible components

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    Lightmap res on invisible components

    Invisible components, even if hidden in game, still cast static shadows. So, do they also take up lightmap space for their own shadows? Would setting the lightmap res to 0 be a reasonably good idea?

    I'm using static mesh components as guides for instanced static meshes. So, they're generally only made visible when I need to preview changes as I make them before setting their visibility to false again.
    [VR Demo] Crystal Coaster (Oculus forums)

    #2
    Hi!

    If you want show/hidden mesh inside game with dynamic shadow, you must switch meshes from static to movable. And rebuild lightmaps.




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      #3
      I have no intention of ever showing these meshes and am simply wondering if they still take up lightmap space while permanently hidden. Originally, I just unchecked their cast shadows boolean. But, I have since set them to moveable to ensure that they do not generate lightmaps.
      [VR Demo] Crystal Coaster (Oculus forums)

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