I hope this is the right place for this. I seem to be having a couple of issues with my scene concerning the lighting. I’m trying to put together a simple wild west scene to showcase a character I’ve made. I bought the assets from the UE Marketplace and some others have been downloaded for free from Megascans. A lot of the buildings won’t be seen much as they’re purely for background/filler purposes. The problem is, even though there’s not an awful lot of stuff in the scene, it takes ages for the lighting to re-build every time. :-\ It came with a Lightmass Importance Volume anyway, but I’ve deleted that and added my own for the area that will be rendered. Also, I’ve checked the Lightmap Density and set a lot of the stuff that was in the red down to default values, so everything’s practically in the green and blue. There are some tables and chairs that are in the orange, which I might adjust too as they’re not going to be seen.
My character was in the red initially as I had to increase the Lightmap Resolution due to weird seams showing on the arms. I’ll probably need to increase it again. Despite all of those changes, the speed of rebuilding the lighting hasn’t improved from what I can tell. I also removed all the foliage in the scene. I was just wondering if anyone can offer any other advice that might help. Or some things I should check etc.
I also have another problem that wasn’t an issue to begin with, but now won’t stop. Every time the lighting is rebuilt, the barn model I have keeps going black.
A video I saw showed the person setting the Lightmaps to default, though from what I’ve already checked, they are. They’re not very high. Also, there are UVs. Textures display correctly. They’re set up a bit weird, mind. As I say, things were fine before, so I’m not sure why it’s started doing it. I even tried deleting everything to do with it and re-import it back in.
If it’s any use, I’m using Unreal Editor version 4.26
And finally, after the lighting was rebuilt just, it said some of the Lightmaps for my character are overlapping. Is this because of my regular UV unwraps where I have some overlayed rather than offset…? I’m guessing not if Lightmaps are separate UVs…?
Oh, sorry. I’d say around 10 minutes or so…? I think the log said something along those lines. My PC isn’t modern, but it’s still no slouch. But it’s mid-range. I’ll take a look into the Static Mesh Editor and the Lightmap UVs though. Thanks.
EDIT: As to the barn mesh where it goes black - after building the lighting, it says Object has wrapping UVs.
Building lighting is slow, very slow. Especially if you’re using CPU Lightmass. For medium size scenes you can expect many hours of build time unless you can distribute the workload across multiple computers on your network.
I’ve tried copying the UVs in Max/Maya and adding a new UV Channel. Then, I got it to reorganise them so nothing would be overlapping. Despite that though, it’s still complaining about overlapping UVs. :-\ The UVs for each piece are quite unusual from what I’ve seen before - I think they’ve been set this way for the purpose of tiling textures…?
My point is that 10 minutes is virtually nothing and you should be expecting lighting builds to take a lot of time. This is why Unreal has various bake quality modes, “preview” will take the least amount of time while “production” will take the longest.
Another thing, is it a good idea to have all of my character’s parts attached together? I’m guessing it is as it’s kinda needed for skinning/rigging everything together. But when I see the entire mesh in Max/Maya or Unreal, all the UVs are overlayed like this:
I just hope this isn’t affecting the light baking negatively. It’s complaining about my character having overlayed UVs too. I offset things like one of the eyes and the opposite hands/fingers, but it’s still complaining.
That’s okay, it does look like trash. I’m just confused as to why in Max, each piece in the group has a second UV set added, where they’ve been automatically arranged in the grid, but if I select all pieces in the group at once, add a UVW Unwrap modifier, and set to channel 2, it shows just one set in the grid, but everything else is tiling upwards to the top, like in post 7.