unigine game engine is using Voxel GI solution, which doesn’t require UV mapping
.can we have something like this in ue4 ?
.
it will make easy to bake scene without creating lightmap in 3rd party software
interview with unigine user : The last thing that finally convinced me to choose this engine is the light baking system. Here you do not need a second channel for the lightmap or even the first channel with UV. Unigine uses voxels to bake light, so you can even take a model from some CAD software and bake light on it without the slightest additional manipulations. You just need to put the Voxel Probe in the scene, define the capture zone and press one button.
I really liked the result of light baking. I made a few tests in different engines with the same block model of the hangar and only in Unigine I did not receive any artifacts.
No black spots at the intersections of geometry, no light leaks. I knew how to fix these artifacts in other engines, but I didn’t want to waste my time on this because there was still a huge amount of more important work ahead. So that’s how I chose Unigine for our project.