Stretched Light Maps

Hey,

Have a quick question. With light maps in mind, would it be a bad idea to use a square UV for a rectangle plane? On one hand, it’s literally more vertical space that way, as the UV can just take up all the space there is. On the other hand, it’s stretched and I’m not sure if that may cause problems later on.

I tried to test it but got practically identical results either way. Just wanted to make sure that it is okay to do this before I go ahead and actually do it.

Also, I assume this would make lightmass take longer in large scenes, as it will have double the space to fill. Would this be correct?

There could be some possible issues, but if it looks OK then it’s fine
Usually for things like floors I use a planar mapping and make it fit the whole thing rather than keeping the aspect ratio of the floor.