I don’t know exactly how was implemented, though, I think his solution relies mostly on LPV.
In any case, you try switching between multiple lightmaps using the approach outlined here, but I don’t think you would get a perfectly smooth fading (plus, in 's case, that would have meant baking a huge number of lightmaps)
I think it’s mainly due to the fact that 's scene is composed with very simple objects and a very limited number of texures (used in a great way, I add)
A big part of the size is probably due to the DerivedDataCache embedded in the realistic rendering project (which, if I understand correctly does not necessarily need to be bundled with the project.
If you are talking about the UV layout, is probably to add more density in places where it is needed. From a first glance to the project, the lightmap density is more or less the same all across the scene (= the texel size is always more or less the same, and the lightmap size is change accordingly to achieve )
UV1 (or better, channel 0) is normally used for texture mapping, and not for lightmapping. The size of the UV1 layout is relative just to the size of the textures and materials you will apply (e.g., the smaller the layout is, the larger the textures will appear on it)
He already stated in thread that he used Photoshop.
There’s also a description on how to set up a LUT in PS in the UE4 documentation.
I linked it in my blogpost you can find above at the animated .gif-Breakdown of 's Scene.
For those of you who struggle importing the LUT, remember that your LUT must remain in PNG format! Everything else can in UE4 seems to use TGA no problem, but PNG is uncompressed which is whats best when creating Look Up Textures
Hey , and others! I created profile just to say I got completetly hooked on the stuff you make and it inspired me to do something myself! I’m an artist and a gamer. Got some C4D skills but I’m a complete newb to UE. I would LOVE if someone could make a tutorial for beginners who wants to make some ArchViz stuff.