here you can see UV maps , I duplicated diffuse map into second set which is light map so they are same
am I doing sth wrong ?
Hi,
I can’t tell form here, but make sure that the lightmap channel does not contain any overlapping UV islands and has sufficient padding (that seems fine). Your issue seems like to be shadow bleeding, so I’d try to put the lightmap resolution to a higher setting, the default is 64x64, which is pretty small for any mesh with a decent size.
Here is a guide by Epic about proper lightmap creation:
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/
it was a lightmap resolution issue )) I just need to increase it now its ok Uv is good , I was thinking that set “Production” in “Build” will be enough for good light , I was wrong
can you please tell me what is the average time for good vizualization one room
what is your experience ?
thanks a lot for response !
Yes, the ‘Build’ quality should be set ‘Production’ for the best results, but I don’t really understand the second part of your comment. What do you mean by how much time it takes for one room? The light building process? It can easily take several minutes with high settings, even hours for larger levels.
You’ll want to increase the lightmap resolution since this is a single object the quality will be lower for the bake since the uvs take less space than of the mesh were broken up in to smaller chunks.
Yes, the ‘Build’ quality should be set ‘Production’ for the best results, but I don’t really understand the second part of your comment. What do you mean by how much time it takes for one room? The light building process? It can easily take several minutes with high settings, even hours for larger levels.
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yes I was talking about building (baking) a light of course .
So here is my scene again
there are still problems with lit places , i think this is because of UVs
but overall quality is acceptable for now
have some questions :
-
do I need to use lightmass importance volume when baking lights ? I was doing last picture without it
it took couple of minutes to calculate light there. -
when you are doing project “export a package” how can I create menu for it ?
-
Anyone uses allegorithmic material for architectural vizualization inside UE ?
I downloaded allegorithmic pack recently but I’m not sure it will fit architectural needs
Indeed, it is most likely because of the lightmap UVs. It’s worth taking your time creating a unique UV set for the lightmap channel as it has different requirements than the texture channel and has a great impact on the general visual quality of assets using static lights. Check out the link I’ve sent you, it contains all the important information about creating good lightmaps. Here is a video as well:
https://www.youtube.com/watch?v=joKnmShAdJE
Yes, you definitely want to use a Lightmass Importance Volume. Make it large enough that it covers the whole ‘playable’ area of your level. I also suggest you to use a Post Process Volume to have further control over the visuals of your scene.
Regarding the menu, that is a completely different subject. I think for a simple menu, UMG and Blueprints would be a great choice. Here is the link to the documentation of UMG, containing a simple tutorial for creating a main menu:
https://docs.unrealengine.com/latest/INT/Engine/UMG/index.html
Great thank you , you really helped me !
You’ll want to increase the lightmap resolution since this is a single object the quality will be lower for the bake since the uvs take less space than of the mesh were broken up in to smaller chunks.
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Hello Tim ! please tell me
Can I somehow have UnrealEngine installer on HDD
to avoid downloading .
I mean if my second pc is offline, can I somehow have installer for overall engine ?
thanks