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Thread: AutoLightmapUEr, a plugin that automatically adjusts lightmap sizes for every mesh in your map

  1. #1
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    AutoLightmapUEr, a plugin that automatically adjusts lightmap sizes for every mesh in your map

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    What is it?
    AutoLightmapUEr is a one click Unreal Engine editor plugin that allows you to easily enforce consistency of lightmap density across your level, saving precious memory and reducing lighting build times.

    AutoLightmapUEr goes through your level and adjusts every mesh's lightmap resolution according to its size in the world and the preset values you specify. Need a new preset for a specific project? You can add your own, finetuned to work just the way you need.
    • Reduce your lighting build times with minimal visual impact
    • Keep static shadow sharpness consistent across all your level's props
    • Instantly save untold memory and disk space (ideal for mobile games)


    New in version 1.1
    • "All" mode now also works correctly on (Hierarchical) Instanced Static Mesh Components.
      Before, UE returned the extents of the surrounding volume of all the instances together, apparently.
    • "All" mode now also works with freshly added blueprint actors.
      Blueprint actors that were freshly added to a map return multiple copies for an AActor Iterator (seemingly one per component?),
      which could lead to sometimes picking the wrong lightmap size if only some components were scaled.
    • "Clear tags" button moved and changed from just an "X" to a more clear label
    • Cleared up how the values are used, with expanded tooltips: the "extent" values are the half-length from the center by default.
      There is now also a new option that switches calculation to full-length, if you prefer, for your own presets.
      (Note that the values for the 2 default presets don't get changed by default.)
    • You can now use folder names to override the currently selected preset.
      Actors inside a folder whose name matches that of a preset, will use that preset to calculate lightmap sizes.
    • New "Go deep" toggle that will propagate the lightmap change to the meshes themselves, and their various LOD levels.
      Was added because some people encountered strange unreproducible effects with lightmap overrides working backwards for lower LOD levels.
      You shouldn't need this, normally, but if you run into any trouble, you might maybe give it a try?


    New in version 1.2
    • You can now also use the actual surface area of the actor's static mesh for calculations, if you prefer.
      Note that none of the default presets were made with this in mind, so you'll have to roll your own.
      (The plugin lists all surface areas it's calculated in the output log to give you an idea of the values to use)


    Confused? Maybe these comparison images will help.
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    Where do I buy it?
    You can get the current version on itch.io and gumroad

    And the Marketplace?
    Go here.
    Last edited by turfster; 10-26-2016 at 02:55 PM. Reason: updated version information

  2. #2

  3. #3
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    Oh god yes.
    Latest Company Showreel
    http://vimeo.com/116345137

  4. #4
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    Luminary
    Join Date
    Mar 2014
    Posts
    1,613
    Just bought this yesterday. I love it

  5. #5

  6. #6
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    would love to see this in the marketplace tomorrow, miiight hold off purchase until it is, in the mean time, here's a bump

  7. #7
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    Quote Originally Posted by DP Studio View Post
    would love to see this in the marketplace tomorrow, miiight hold off purchase until it is, in the mean time, here's a bump
    Thanks!
    I'm probably going to have to poke them again, since the "1-2 weeks for code review" are pretty much up.

  8. #8
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    4.13 build up on the itch.io and gumroad marketplaces.
    Haven't heard back anything from Epic about the marketplace release yet.

  9. #9
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    Just a quick heads-up that the Epic Marketplace version should appear at the end of the month.

  10. #10
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    Hello,
    I purchased this to work in a 4.13 source build and cannot get it to work. Is the 4.13 version for launcher binary builds only? If so, I don't see it mentioned anywhere.

  11. #11
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    Check now.
    I'd forgotten I'd pushed back upping the source version until I got through the Epic submission process, which got delayed longer than I expected.

  12. #12
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    Ok, so since I purchased on Gumroad will that be added to my purchase once the marketplace version is live?

  13. #13
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    Quote Originally Posted by JohnJ View Post
    Ok, so since I purchased on Gumroad will that be added to my purchase once the marketplace version is live?
    Unfortunately, at the moment there is no easy way to do this.
    All I could do is send a message to the epic marketplace team and hope they can take care of it.

    (as a marketplace creator yourself, you should know this)

  14. #14
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    I'm confused. I purchased from Gumroad. Are you saying that you are not going to update the Gumroad purchases with a plugin that works with source builds of UE4?

    All I am after is for the plugin to work with our 4.13 source build.

  15. #15
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    I... already have.
    You should have gotten an email from gumroad to that effect, but if not, just check your gumroad page.

    Wires must have gotten crossed.
    Thought you were asking if the marketplace version would be added to your epic purchases when it went live.

  16. #16
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    No worries.

    I got the email and the 4.13 zip from Gumroad, but it only includes the DLL, plugin file and 2 resource files. It does not work with source builds of the engine. Maybe I missed it?

    EDIT: I just went back and looked and see the source zip file now, but I swear it wasn't there before.

  17. #17

  18. #18
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    We will be tested in production.... : )

  19. #19

  20. #20
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    Hello,

    Just bought your plugin and it seems to be a great timesaver
    (we create architectural visualization scenes tons of assets to deal with ..... as you can see on our website www.obvioos.com)

    I'm a little bit confused with your concept of "largest extent"
    I tought it apply a lightmap size regarding the size of the longest side of the object's bounding box
    So I tested with a simple cube and the values doesn't seems to match (screenshot below)
    Are the values in Unreal units ? (so in my case 1 units equals 1cm)
    It's not a big deal, but I just want to be sure I understood everything

    Anyway, you tool is reallllllly cool

    Best (and sorry for my bad English)

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  21. #21
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    Quote Originally Posted by cs2010 View Post
    Hello,

    Just bought your plugin and it seems to be a great timesaver
    Thanks!

    I'm a little bit confused with your concept of "largest extent"
    I tought it apply a lightmap size regarding the size of the longest side of the object's bounding box
    So I tested with a simple cube and the values doesn't seems to match (screenshot below)
    Are the values in Unreal units ? (so in my case 1 units equals 1cm)
    The values are in Unreal units, yes.
    However, I just realised I might've been slightly too vague in my wording.
    The "extent" here is counted from the center of the volume, so it's the half-length.
    Thus, 129/2 = 64.5, which fits in the 64-128 range and the weighing gives 256.

    Sorry about that, should have been clearer.

    If people want, I can put a "use full size for calculation" toggle in the next version if this is too vague?

  22. #22
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    Thank you for your fast reply !
    That make perfect sense
    I think you should just explain the concept in the info bubble

    Once again, congrats for your work

  23. #23
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    Quote Originally Posted by cs2010 View Post
    Thank you for your fast reply !
    That make perfect sense
    I think you should just explain the concept in the info bubble

    Once again, congrats for your work
    Thank you.
    And yes, I've expanded the tooltip and changed the column header a bit for v1.1
    (Already making the tag clearing button larger and clearer anyway)

    Quick preview of what will be in 1.1 (no release date yet, gonna give it another week to garner user feedback first)
    Name:  ALMpreview1.1.png
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  24. #24
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    Haha, I've been using this for ages and didn't even know that.

  25. #25
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    Thank you for the update, I think it's perfect now

    If I may suggest new options :

    - It could be nice to have an option for overriding lightmaps for static meshes inside blueprints
    In my case, for example, some of my assets are blueprints containing static meshes (ie : a desk lamp)
    I might be wrong but I'm not sure your pluging consider this kind of objects in it's calculation
    So maybe a "propagate to static mesh inside blueprint" option could be cool

    - It could also be realy cool to be able to apply different presets to groups of objects
    I mean, sometimes you have an object close to the player's area that requires high resolution lightmaps and a copy of the same object in the background who doesn't need so much lightmap resolution
    (Most of time, the objects are in different folders in the world outliner)
    So, if the plug could have a either the ability to tag world outliner's folders with different preset or the ability to allow the user to only apply preset for the current selection, I think it could also be a great improvement

    Hope that those suggestions make sense
    Thanks a lot !

  26. #26
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    Maybe an option to apply different settings to objects inside and outside the lightmass importance volume?

  27. #27
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    Quote Originally Posted by cs2010 View Post
    Thank you for the update, I think it's perfect now

    If I may suggest new options :

    - It could be nice to have an option for overriding lightmaps for static meshes inside blueprints
    In my case, for example, some of my assets are blueprints containing static meshes (ie : a desk lamp)
    I might be wrong but I'm not sure your pluging consider this kind of objects in it's calculation
    So maybe a "propagate to static mesh inside blueprint" option could be cool
    It should do that if you tick the "all" checkbox?

    - It could also be realy cool to be able to apply different presets to groups of objects
    I mean, sometimes you have an object close to the player's area that requires high resolution lightmaps and a copy of the same object in the background who doesn't need so much lightmap resolution
    (Most of time, the objects are in different folders in the world outliner)
    So, if the plug could have a either the ability to tag world outliner's folders with different preset or the ability to allow the user to only apply preset for the current selection, I think it could also be a great improvement
    I can look into that. Not entirely sure if I can get to the folders, though, or if they're an editor UI only conceit.
    It'd require some more prep work from you, the user, though, which is why it's not in by default.

    Quote Originally Posted by JoeWintergreen View Post
    Maybe an option to apply different settings to objects inside and outside the lightmass importance volume?
    Or this.

  28. #28
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    Quote Originally Posted by cs2010 View Post
    (Most of time, the objects are in different folders in the world outliner)
    So, if the plug could have a either the ability to tag world outliner's folders with different preset or the ability to allow the user to only apply preset for the current selection, I think it could also be a great improvement
    Okay, so how do people feel about AutoLightmapUEr checking world folder names, and if the folder name matches (or maybe contains the name of?) one of the presets, it uses that preset instead of the currently active one?

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    (The non-folder-that-matches-preset-name actors are using the default conservative preset)
    (Also, it works with multiple depths too, so keeping with this example, you could have a "school\classroom\outside\stupidpreset" or w/e and it'd still pick up on the fact it needs to use another preset, so you won't have to have one big folder with everything that needs a certain preset if you're keeping your level clean and organised)
    Last edited by turfster; 10-07-2016 at 10:10 PM. Reason: added example images

  29. #29
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    Hello,

    Sorry for my late reply, I was quite busy during the last days

    Concerning your answer to my question about blueprints
    It should do that if you tick the "all" checkbox?
    You are totaly right, it works
    But I find out why I was not sure about that -> problem comes from the "scale" of the objects
    The plugin seems to consider the size of a static object and it also considers the scale transform
    I mean if you scale up your object, it will considers its "new" size (a 1m tree with a 10.10.10 modifier will be considered as a 10m tree .... which is perfect as it is its real size in the world)
    But the plugin doesn't seems to consider the size of a static mesh inside a blueprint
    I've tested on a scene with big changes in scale in order to show you :
    Name:  Capture.JPG
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    So, this is why I asked this question.
    As we sometimes use blueprints, I thought the plugin didn't consider the static meshes inside plugin
    It's not big deal as soon as you don't apply big scale changes inside you blueprints
    But maybe it is something you can look at for the next versions

    Concerning your last post :
    Indeed, it can be convenient to have an option for considering a "tag" in the name of the folder.
    If you add, for example, LM1 (Lightmap preset 1) before the name of the folder (LM1 Interior Objects) ...
    To me it can be enough for dealing with "multi-resolution" lightmaps
    Does this option will consider subfolders ?

    Once again, thank you very much for taking care of your user's feedbacks
    Best
    OBVIOOS
    virtual architecture

    www.obvioos.com

  30. #30
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    Quote Originally Posted by cs2010 View Post
    Hello,

    Sorry for my late reply, I was quite busy during the last days
    Not a problem.

    So, this is why I asked this question.
    As we sometimes use blueprints, I thought the plugin didn't consider the static meshes inside plugin
    It's not big deal as soon as you don't apply big scale changes inside you blueprints
    But maybe it is something you can look at for the next versions
    Hmm... At first glance, this seems to be a problem with the engine itself, and how the TObjectIterator works.
    For a scene with 2 actors, "1M_Cube" (a resized static mesh) and "BP2" (a blueprint containing a resized cube, like in your example), it finds these results when testing for actors with static mesh components:
    Quote Originally Posted by Output log
    LogTemp: Actor 1M_Cube_2 10.000000
    LogTemp: Actor BP2_C_0 0.000000
    LogTemp: Actor BP2_C_14 10.000000
    LogTemp: Actor BP2_C_6 10.000000
    LogTemp: Actor BP2_161 10.000000
    LogTemp: Actor BP2_C_3 50.000000
    Apparently, it returns every separate component (going by the _C_ in the name) as a full AActor, and it seems sometimes the BP's static mesh component is discovered last and returns the non-scaled size, which would lead to the wrong lightmap size application? But only if the blueprint has been added in the current session, and not after the level has been saved and reopened. Then, the only ones it found were BP2_C_0 and BP2_161, which returned the right sizes. (Well, _C_0 didn't, but the 0 is irrelevant and anyway this didn't appear the next time the level was loaded after an editor restart, so...)

    I'm adding some code to ignore anything with _C_ in the name as a probable blueprint component for 1.1, but does the scaling problem still happen after reopening the level after restarting the editor?

    Does this option will consider subfolders ?
    Yes, it does.
    The current implementation is that it basically checks the name of the final "leaf" of the directory tree for preset names.
    So you can have \interior objects\couches\<presetname>, and those will be using <presetname> instead of the currently selected "main" preset.

  31. #31
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    Hi,
    AutoLightmapUEr can works with Instanced Static Mesh Component and Hierarchical Instanced Static Mesh Component?
    And also can it works with blueprints that contains meshes?

  32. #32
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    Quote Originally Posted by Aderus View Post
    Hi,
    AutoLightmapUEr can works with Instanced Static Mesh Component and Hierarchical Instanced Static Mesh Component?
    Technically, yes.
    Factually... not really, at the moment.
    The problem is that UE returns an instanced static mesh's size as the volume taken up by all the instances combined, which I didn't account for before.
    I've added something that'll change this for version 1.1, though.

    And also can it works with blueprints that contains meshes?
    Yes, if "All" is ticked, it will find static mesh components in blueprint actors and adjust the lightmaps for those.

  33. #33
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    Quote Originally Posted by turfster View Post
    Technically, yes.
    Factually... not really, at the moment.
    The problem is that UE returns an instanced static mesh's size as the volume taken up by all the instances combined, which I didn't account for before.
    I've added something that'll change this for version 1.1, though.


    Yes, if "All" is ticked, it will find static mesh components in blueprint actors and adjust the lightmaps for those.
    Thank you for fast answer. Apparently, to use blueprints and meshes looks good for me.

  34. #34
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    Post

    Pushed 1.1 to the itch & gumroad storefronts and sent Epic the updated source for the marketplace.

    - "All" mode now also works correctly on (Hierarchical) Instanced Static Mesh Components.
    Before, UE returned the extents of the surrounding volume of all the instances together, apparently.
    - "All" mode now also works with freshly added blueprint actors.
    Blueprint actors that were freshly added to a map return multiple copies for an AActor Iterator (seemingly one per component?),
    which could lead to sometimes picking the wrong lightmap size if only some components were scaled.
    - "Clear tags" button moved and changed from just an "X" to a more clear label
    - Cleared up how the values are used, with expanded tooltips: the "extent" values are the half-length from the center by default.
    There is now also a new option that switches calculation to full-length, if you prefer, for your own presets.
    (Note that the values for the 2 default presets don't get changed by default.)
    - You can now use folder names to override the currently selected preset.
    Actors inside a folder whose name matches that of a preset, will use that preset to calculate lightmap sizes.
    - New "Go deep" toggle that will propagate the lightmap change to the meshes themselves, and their various LOD levels.
    Was added because some people encountered strange unreproducible effects with lightmap overrides working backwards for lower LOD levels.
    You shouldn't need this, normally, but if you run into any trouble, you might maybe give it a try?
    Last edited by turfster; 10-12-2016 at 04:42 PM. Reason: Forgot a new feature

  35. #35
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    Quote Originally Posted by turfster View Post
    Pushed Release Candidate 2, mostly to fix UI problems.
    Hey man, I purchased this on itch.io, is it possible to exchange for a marketplace version?
    It's cool if you would prefer not to, I only ask because I am a bit of a lazy sob who would like updates as they come without the hassle

  36. #36
    0
    Quote Originally Posted by DP Studio View Post
    Hey man, I purchased this on itch.io, is it possible to exchange for a marketplace version?
    It's cool if you would prefer not to, I only ask because I am a bit of a lazy sob who would like updates as they come without the hassle
    This would have to go through Epic, and I'm not entirely sure how happy they'd be to lose out on their 30% marketplace cut.


    Also, marketplace 1.1 update: it's been over a week, with no reaction so far apart from a "we got your email" reply

  37. #37
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    Quote Originally Posted by turfster View Post
    This would have to go through Epic, and I'm not entirely sure how happy they'd be to lose out on their 30% marketplace cut.


    Also, marketplace 1.1 update: it's been over a week, with no reaction so far apart from a "we got your email" reply
    haha yuhp, it's cool, I knew what i was getting into buy early

  38. #38

  39. #39
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    The itch.io and gumroad storefronts now carry version 1.2, which was also sent to Epic for the marketplace today.

    New in this build:
    - You can now also use the actual surface area of the actor's static mesh for calculations, if you prefer.
    Note that none of the default presets were made with this in mind, so you'll have to roll your own.
    (The plugin lists all surface areas it's calculated in the output log to give you an idea of the values to use)

  40. #40
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    Hi,

    Those new features looks promising !!
    Unfortunately Epic's team seems to be quite long in order to push the updates on the store as I'm still on 1.0 (Or maybe I didn't find the right way to update)
    Any chance for being able to download beta version or itch.io without buying the plugin twice ?

    Best
    OBVIOOS
    virtual architecture

    www.obvioos.com

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