With my scenes I’ve noticed that after the amount of lightmaps hits a certain point, the streaming/mipmap system seems to stop working for lightmaps (as well as textures but they are easily solved by stopping them from streaming)
Since I am using Unreal for Arch Viz, My scenes are normally pretty high quality with lots of large uncompressed lightmaps to get the most quality as the end spec of the project is high and realism is the most important thing. I have had this problem since i’ve started really on version 4.6 .Problem is after a certain level of detail the lightmaps default to their lowest quality no matter what distance you are away like this:
The only solution I have found for this is to go into every single lightmap one by one and setting them to generate no mipmaps, like so
when I do it for all lightmaps its finally back to the correct quality like this:
While this solution works in the short term, it is incredibly time consuming when you have over 1500 to do as it takes literal hours to do.
What I’m wondering is what might be causing this problem and how can I fix it?
It would be incredibly helpful as it would save me hours of time each and every time I rebake. I would also be happy with a solution to turn off mipmap for lightmaps faster as well, i’ve tried turning off streaming project wide which i think also worked but it had a huge hit on the FPS where as just the lightmaps didn’t really effect it.
Thanks for the help