A bit of “Off Topic”, since I see more and more problems that come from a missunderstanding in how Lumen is used best, and its reliance on “simple” Meshes.
Tip: Forget about “how things have been done in the past”, its obsolete, Lumen will not work with these meshes/games.
The Mesh Distance Fields cant deal with very small features and/or large but complex/hollow meshes, which is why especially Architectural stuff appears very often in such posts.
How to do it then?
For Architectural Stuff:
- Each Wall at best is a single mesh, if it has a bunch of angles/corners, you need to seperate that out, otherwise it gets lost in the Mesh Distance Field.
- Do not merge things like Fences etc. (complex meshes) into a single one, keep them seperate, make use if Instanced Static Meshes for stuff like planks etc. (for easy setup)
- If it is a large scene, use Nanite, and make sure to re-use the same mesh as often as you can, for example: walls.
- If you use Nanite, dont use it for meshes with transparency, like windows, trees, etc.
- care for the thickness of your walls/roof etc.
- use actual lights for lights, tune down your emissive materials to a “its only for looks, not light” level.
- some faking required in certain situations
For Games related stuff:
- Create reusable pieces that arent too large, dont merge things.
- Instanced Static Meshes are your friend, make use of them, they can easily deal with all kinds of things. (especially walls, floor, ceilings etc.)
- Your individual “wall panels” can be thin, but the wall itself should have a certain thickness to prevent light leaks.
- Nanite, use it. If you dont… say bye to your drawcalls with all these meshes.
- Feel free to experiment with a lights “Gi contribution” value (or whatever its called) to get the look you want.
- Some faking still is required
You can have very complex scenes in Lumen, as long as you give it “simple stuff” to work with. I used Nanite to visualize the single meshes, allthough many of them are Instanced Static Meshes, especially the smaller wall Tiles.
What you can see in the image below should be around tens of thousands of meshes, if we also count the instances (not all of them are nanite, nanite doesnt like small meshes.)
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To get to the Star Destroyer further above, and how I would build it for lumen:
- 1:1 scale → forget about it.
- as a smale decorative object: the mesh you have is fine, lumens screen traces will deal with it.
- as a large decorative object:
I would cut it into pieces like this (Source for the image was the star wars fandom wiki):
The issue with the executor is:
- the center part is too complex to not be separated from the outer parts
- on a larger scale, the Mesh Distance fields cant represent the center part properly, maybe not even the outer parts and the sides.
- that thing is big in 1:1, if you want lumen to work with it at 1:1, you will end up with hundreds of pieces for the center part.
- Nanite is also required then (if build from cubes, which is possible)
The limiting factor for Lumen is not Lumen itself, but the Mesh Distance Fields level of Detail, and on a second level the cards generated based on that MDF.
Mesh-Separation is Key, the times of “merging” are over for UE5.
PS: My approach might not be “the best”, or “the most correct” one, but I had a lot of success with it since EA1, it just worked.