Which UVs are better for light maps?

A or B? Do I sacriface texel density or continuity?

I would pick A. Just make sure that unused space betwen uv islands is at least 4 pixels (of lightmap texture).

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I don’t know why I didn’t test it before asking :sweat_smile: (maybe because it’s 11pm and I’m still working on this…)

But I did test it, and threw in 3rd options (generating lightmap UVs by UE)

Seems that actually wasting UV space might not be that bad idea here as there is quite visible seam in shadow for A…

(that’s all default lightmass setting with 32 lightmap resolutiion for all of those objects)

Added one more variant for testing (same as ‘wasted uv space’, B in first post, but with UV islands scalled non-uniformly, so UV space isn’t wasted, but then it’s impossible to have ‘all green’ on lightmap density visualisation :sweat_smile:)

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