Version 1.2:
- You can now also use the actual surface area of the actor's static mesh for calculations, if you prefer.
Note that none of the default presets were made with this in mind, so you'll have to roll your own.
(The plugin lists all surface areas it's calculated in the output log to give you an idea of the values to use)
AutoLightmapUEr is an Unreal Engine editor plugin that allows you to easily enforce consistency of lightmap density across your level, saving precious memory and reducing lighting build times.
AutoLightmapUEr goes through your level and adjusts every mesh's lightmap resolution according to its size in the world and the preset values you specify. Need a new preset for a specific project? You can add your own, finetuned to work just the way you need.
- Reduce your lighting build times with minimal visual impact
- Keep static shadow sharpness consistent across all your level's props
- Instantly save untold memory and file size (ideal for mobile games)
技术细节
Version 1.1:
- "All" mode now also works correctly on (Hierarchical) Instanced Static Mesh Components.
Before, UE returned the extents of the surrounding volume of *all* the instances together, apparently.
- "All" mode now also works with freshly added blueprint actors.
Blueprint actors that were freshly added to a map return multiple copies for an AActor Iterator (seemingly one per component?),
which could lead to sometimes picking the wrong lightmap size if only some components were scaled.
- "Clear tags" button moved and changed from just an "X" to a clearer label
- Cleared up how the values are used, with expanded tooltips: the "extent" values are the half-length from the center by default.
There is now also a new option that switches calculation to full-length, if you prefer, for your own presets.
(Note that the values for the 2 default presets don't get changed when you switch to full-length)
- You can now use folder names to override the currently selected preset.
Actors inside a endpoint folder (read: A\B\C C is checked, A and B aren't) whose name matches that of a preset, will use that preset to calculate lightmap sizes.
- New "Go deep" toggle that will propagate the lightmap change to the meshes themselves, and their various LOD levels.
Was added because some people encountered strange unreproducible effects with lightmap overrides working backwards for lower LOD levels.
You shouldn't need this, normally, but if you run into any trouble, you might maybe give it a try?
- Editor plugin
- No third party code
1.2 版:
- 如果您愿意,现在还可以使用演员静态网格的实际表面积进行计算。
请注意,所有默认预设都没有考虑到这一点,因此您必须自行调整。
(该插件会在输出日志中列出它计算出的所有表面积,以便让你了解要使用的值)
AutoLightmapUEr 是一款虚幻引擎编辑器插件,可让您在整个关卡中轻松实现光贴图密度的一致性,从而节省宝贵的内存并缩短光照构建时间。
AutoLightmapUEr会检查您的关卡,并根据其在世界中的大小和您指定的预设值调整每个网格的光贴图分辨率。特定项目需要新的预设值?你可以添加自己的预设,并根据需要进行微调。
- 以最小的视觉影响缩短照明构建时间
- 让关卡中所有道具的静态阴影清晰度保持一致
- 瞬间节省大量内存和文件大小(移动游戏的理想选择)
技术细节
1.1 版:
- 现在 “全部 ”模式也可以在(分层)实例化静态网格组件上正常工作。
之前,UE 返回的显然是*所有*实例的周围体积的范围。
- 现在,“全部 ”模式也适用于新添加的蓝图角色。
新添加到地图中的蓝图角色会为 AActor Iterator 返回多个副本(似乎是每个组件一个副本?)
如果只缩放了部分组件,有时可能会导致选择错误的光贴图尺寸。
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