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UE4 Lightmap UVs - Global Adjustments 

Ryan Manning
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In this video, we'll cover how to globally adjust your Lightmap UVs instead of individually changing each and every asset.
00:00 - Intro
01:38 - Asset UV Lightmap
03:25 - Editor Override
04:53 - Lightmap Resolution Table
09:25 - Global Change Tools
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24 июл 2024

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Комментарии : 22   
@pronoydutta614
@pronoydutta614 3 года назад
Hey, thanks for making these! They're very informative. You're doing a great job!
@omri1324
@omri1324 3 года назад
Supreme UE4 content Ryan! Keep em coming!
@metinyldran366
@metinyldran366 3 года назад
Great tutorial as always Ryan!
@marklavania3680
@marklavania3680 3 года назад
Very handy feature! Thanks for sharing this info Ryan!
@athelstanm7298
@athelstanm7298 Год назад
Thank You for This Great Tutorial!!!
@edoardosartori4619
@edoardosartori4619 3 года назад
Wow, thank you so much.
@QuirinF
@QuirinF 3 года назад
That was really helpful! This menu isn't intuitive at all and I didn't get it before! Thanks!!!
@chiefbearington
@chiefbearington 3 года назад
Thanks Ryan
@haudegenlars1318
@haudegenlars1318 2 года назад
King!
@KRYPTIK
@KRYPTIK 3 года назад
you sir are a god.
@fraserhutchison6526
@fraserhutchison6526 3 года назад
Anyone else get the issue that Ryan was getting, where he couldn't change the lightmap resolution in the StasticMesh Info panel?
@sachak
@sachak Год назад
yes!
@heartwarrior80
@heartwarrior80 3 года назад
Thanks for the tutorial. ¿ can we force to give the same lightmap density to an specific objects ? For example I decide green color ligthmap density is perfect for my walls, then I click on each wall and I setup the lightmap resolution until get the green color, I do that action manually for each wall, but what I want is to select all my walls at once, and UE will setup automatically the diferent lightmap resolution to give the same green color density for all walls, ¿ how to do that ?
@MalikRockie00
@MalikRockie00 3 года назад
Can you show us how proper lightmap UVs for assets should be made? for example, whenever I make modular walls and set them up next to eachother and then bake the lighting I get light seams even at very high lightmap resolutions.
@arcitek66
@arcitek66 Год назад
It would be great if Ryan could address this as it seems to be an issue when doing modular wall and floor assets where you would have a tillable material like brick. Usually people add some sort of vertical element at the seams to break this up but that is not always possible. There are some world lightmass settings that can help but at the cost of bake times.
@sachak
@sachak Год назад
I am having the same issue as you. Cannot change the values in that spreadsheet. I am coming from unity that has an exceptionally well thought out Lightmapper that lets you do all of this on a global level instead of having to go into each mesh in your level and change individually which really is not ideal especially in a massive level!
@mikeholmes3203
@mikeholmes3203 2 года назад
how do I get rid of the thin light at the bottom of my wall in my house
@Si-Toecutter
@Si-Toecutter 3 года назад
Been stuck on a lightmap issue for days, one particular room, no matter where i change the lightmass volumes, no matter how many times i rebuild it does not place enough cells in that room, it acts like its an outdoor space with no static meshes near it yet the room it just a duplicate of others in my map which are fine... any help appreciated
@ThatRyanManning
@ThatRyanManning 3 года назад
Try adding lightmass portals and/or decreasing the size of your cell size for Volumetric lightmap on your Lightmass settings under your World settings.
@JamesBrett2008
@JamesBrett2008 3 года назад
When I open the lighting static mesh info its empty, why is this? (UE4 beginner here)
@youtubi123youtubipel
@youtubi123youtubipel 3 года назад
Wait, so you can have non power of two values in the lightmap resolution without compromising performance!?!?! This is news to me.
@ThatRyanManning
@ThatRyanManning 3 года назад
Lightmaps are atlased...meaning, the engine packs all your individual lightmaps together into individual textures in the end. The final, packed lightmap texture resolution is set by in your World Settings. Thereby, the resolution of your assets lightmaps doesn't really matter in terms of the final output (aka, doesn't have to be in a power of 2). They all get slammed together in the end anyways :) (Packed lightmap setting here: docs.unrealengine.com/Images/WorkingWithContent/Types/StaticMeshes/LightmapUnwrapping/WorldSetting_LightmapOptions.webp )
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