I’m having a hard time understanding how lightmaps work - I was under the impression that it is linked to the UV set of the object is that right?
Because if that’s the case how come all these shadows look the same when the uv set of the left most plane fills in the whole 0,1 range and the right most plane occupies a fraction of it
(light build quality if production)
I also heard left and right that you shouldn’t increase the light map resolution in the static mesh settings too much
in this next image - everything shown has it’s own UV set with all the light maps set to 64 but in order to get some decent shadows I have to increase everything to at least 1024
I saw on the realistic render example scene that the UVs for their floor mesh (which has very nice soft shadows with a light map res of 64) has a very large uv set in channel 0 - how does this come into play because I haven’t had any results on my end by scaling the UV set to cover multiple udims
I’m just trying to learn a proper light map workflow so any help and guidance would be really amazing