I have an issue with lightmaps when used specifically with LODs. Here is my scenario: I made a model with two LODs. Both models share the same normal and lightmap unwrap with spacings done in such a way that at maximum reslolution (64x64), there are no lightning leaks. Then I build the lightning and everything looks ok when I am near (and I have dynamic lightning disabled at short distances as well) but when the LOD switches, the leaks appear. This is because LOD 1 automatically has lightmap resolution 32x32 and the Lightmass REBUILDS lightning for each LOD. For now, the solution to the problem is to make the mesh InstancedStaticMesh that does not support unique static lightning for each LOD, where everything works fine.
I have two questions:
- Is there a way to disable (per mesh or per project) the generation of unique static lighting LOD and only generate lighting for LOD0 as is done for InstantStaticMeshes?
- How are we supposed to approach this problem in the current situation: change lighting UVs for each LOD I guess? (isn’t this time consuming + you would need to merge certain parts to avoid the leaking problems)