![]() The number of skylight and emissive bounces of light to simulate. Successive bounces don't really affect light build times, but have much lower visual impact, unless the material diffuse colors are close to 1. The first bounce takes the most time to calculate and contributes the most to visual quality, followed by the second bounce of light. The number of light bounces to simulate for point, spot, and directional lights, starting from the light source. Lower values will drastically increase build times. Any Levels with a different scale should use this scale to compensate, such as large worlds where it can significantly reduce build times when set to a higher value, like 2 or 4. All scale-dependent Lightmass setting defaults have been made to work well with real world scale. ![]() Scale of the level relative to real world scale (1 Unreal Unit is equal to 1 centimeter). It is worth noting that higher resolutions require additional disk space for the texture data and take longer to process when building lighting for the scene. Low lightmap resolutions do not accurately capture detail compared to higher resolutions. The examples below compare a low lightmap resolution with a higher one. This option is most useful when you have scaled the object and need to make its lightmap textures consistent with the other objects around it. In the Level Editor, select a Static Mesh Actor and use its Details panel to enable Overridden Light Map Res and enter a new lightmap resolution to use for this individual Actor. Open the Static Mesh Asset in the Static Mesh Editor and use its Details panel to set the default Light Map Resolution used by this asset anywhere it's used. You can use one of the following ways to set the lightmap resolution for an object in the scene: Static Lights generate their lighting data with Lightmass and store it in lightmaps that are stored per-Level and applied to the geometry within that Level after a lighting build takes place.īecause lightmaps store their lighting data in textures applied to geometry, it's important to set a good lightmap resolution for individual actors to capture good shadow detail on its surfaces. Of the three light mobilities, Static Lights tend to have medium quality, lowest mutability, and the lowest performance cost. However, when a light build takes place, lighting data is stored in Volumetric Lightmaps or the Indirect Lighting Cache to assist in lighting and grounding these movable objects within a statically lit area. Static Meshes with their Mobility set to Movable and Skeletal Meshes do not integrate (or blend) fully with Static Lighting. Once the lighting build is complete, these lights have no further impact on performance. Static Lights store their data in textures called Lightmaps that are applied to geometry in the Level. ![]() ![]() They are precomputed using Lightmass when a lighting built is performed. Lights that have their Mobility set to Static are lights that cannot be changed or moved in any way during runtime. ![]()
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