SebaSopp
(SebaSopp)
1
I need some Informations about Lightmap calculation, hopefully someone can help me:
- Are Lightmaps calculated per static Object on CPU. So one Thread is used per Object?
- Then the Lightmaps are combined in a Atlas Texture?
- How does this works? Doesn’t the Lightmap of one Object is dependent from Indirect Reflections of other Objects?
ZoltanE
(ZoltanE)
3
I’ve seen dark or light bleeding on objects where something went sideways but with reasonable UVs and lightmap resolution things should work fine.
SebaSopp
(SebaSopp)
4
Hey Zoltan, thx for the answers…
I’ve got more 
Lightmaps need padding between UV-Shells.
In the Lightmap Atlas it looks like they fill the padding just with black… [link][2]
Wouldn’t bleed the black into a UV-Shell if we sample near the edge of the shell (interpolation…)?
Or is there some kind of [edge padding?][1]
https://dnnrz1gqa.blob.core.windows.net/portals/Images/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/WorldSettings_PackedLightmap.png?sv=2017-04-17&sr=b&si=DNNFileManagerPolicy&sig=x04LUZIi4ATMJ01C8jpLMMOy5bY5DzMEkSTxQezeJYU%3D