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    Ideal Lightmap Resolutions

    I understand that the resolution for lightmap (default 64) is dependent on the object. But what is the best way to know the ideal resolution for each object? For example, if I have a square floor thats about 20' x 20' should this have a lightmap resolution of 1024 or higher? Then if I have a small object such as a desk on that floor, should it have a smaller resolution of like 128 or lower? Or is it entirely depended on the size of my lightmap UV layout and how it looks during Lightmap build?

    Basically is there a rule-of-thumb that you should never go higher than 1024 or something? Or a workflow of - start low, test, increase until it looks good enough?

    Thanks
    Eldridge Felder

    Animation/Visualization Manager
    WorthGroup Architects

    #2
    Flat planar objects can actually have a pretty low lightmap resolution since they are super efficient at using the UV space.

    But there's no set rules to go by, one surface could have a really low resolution, but another could require a higher resolution because there's more things casting shadows on it.

    Best rule of thumb is to use as low as possible.

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      #3
      Thanks Darth Viper, I just saw a video that did a good job of explaining the resolutions and your answer also sums up my question.

      Thanks for answering!
      Eldridge Felder

      Animation/Visualization Manager
      WorthGroup Architects

      Comment


        #4
        Originally posted by Teriander View Post
        I understand that the resolution for lightmap (default 64) is dependent on the object. But what is the best way to know the ideal resolution for each object? For example, if I have a square floor thats about 20' x 20' should this have a lightmap resolution of 1024 or higher? Then if I have a small object such as a desk on that floor, should it have a smaller resolution of like 128 or lower? Or is it entirely depended on the size of my lightmap UV layout and how it looks during Lightmap build?

        Basically is there a rule-of-thumb that you should never go higher than 1024 or something? Or a workflow of - start low, test, increase until it looks good enough?

        Thanks
        A rule that I always follow is to start out as small as possible and then move up in size as needed. There is no point in making a light map 128 or 256 when a 64 or 32 will do just fine.

        Comment


          #5
          Sam,

          Yes, that seems like the ideal solution. I've also learned how to properly space my LightMap UVs to keep them from bleeding into each other, this helps a lot. At first I was increasing the resolution to hide bleeds, that was just masking my problem instead of solving it. Today has been an unreal learning experience!
          Eldridge Felder

          Animation/Visualization Manager
          WorthGroup Architects

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