I’ve made my own tests. I used to rely too much on lightmap resolution to get rid of the splotches. But this time I tried to mess with the values in the ini and managed to get something better, with lower lightmaps. These renderings are not final quality but it looks decent for ‘‘untextured’’ geometry.
This thing is an unoptimized section of the Salk institute made by Evermotion. It’s 100 pieces (lol) and the walls have extruded lines, each tile of the flooring is geometry, etc. I still only used flatten mapping with steamroller and set the resolution to each mesh to 256! These would not be final render settings but it’s already not too bad for 256 Lightmaps.
Settings :
skylight with Epic courtyard hdri. intensity 8. static.
basic wall material from the started content
scale .15
bounces 100
quality 10
smoothness .66
in the baselightmass.ini I changed : (based on what suggested, but apparently he deleted his test post he made earlier…)
NumHemisphereSamplesScale=128
IndirectPhotonDensity=1200 (I doubled the default value)
IndirectIrradiancePhotonDensity=600 (I doubled the default value)
Compress lightmaps is set to false.
took 2 hours to build.


