V1.2:
– 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.
(The plugin lists all surface areas it’s calculated in the output log to give you an idea of the values to use)
V1.1:
– “All” mode now also works correctly on (Hierarchical) Instanced Static Mesh Components.
– “All” mode now also works with freshly added blueprint actors.
– “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
Platforms Tested: Windows
V1.2:
-如果您愿意,现在还可以使用actor静态网格体的实际表面积进行计算。 请注意,默认预设都没有考虑到这一点。
(该插件列出了它在输出日志中计算的所有表面区域,以便您了解要使用的值)
V1.1:
-“全部”模式现在也可以在(分层)实例化静态网格体组件上正常工作。
-“全部”模式现在也适用于新添加的蓝图actor。
-“清除标签”按钮从”X”移动并更改为更清晰的标签
-清除值的使用方式,并扩展工具提示:”范围”值是默认情况下距中心的半长。 现在还有一个新的选项,可以将计算切换到全长,如果您愿意,为您自己的预设。 (请注意,当您切换到全长时,2个默认预设的值不会更改)
-您现在可以使用文件夹名称复盖当前选择的预设。 端点文件夹中的actor(读取:a\B\C被选中,A和B不被选中),其名称与预设的名称匹配,将使用该预设来计算光照贴图大小。
-新的”深入”切换,将光照贴图更改传播到网格本身及其各种LOD级别。 被添加是因为一些人遇到了奇怪的不可生产的效果与光照贴图复盖工作向后较低的LOD级别。 通常情况下,你不应该需要这个,但如果你遇到任何麻烦,你可能会尝试一下?
-编辑器插件
-没有第三方代码
测试平台:Windows
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. Comes with two very generic example preset lists, but it’s easy to add your own, fine-tuned to work just the way you need, for your project.
– 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)
AutoLightmapUEr是一款虚幻引擎编辑器插件,可让您在关卡中轻松实现光照贴图密度的一致性,从而节省宝贵的内存并缩短光照构建时间。
AutoLightmapUEr通过您的关卡,并根据每个网格体在世界中的大小和您指定的预设值调整其光照贴图分辨率。 带有两个非常通用的示例预设列表,但它很容易添加你自己的,微调工作只是你需要的方式, 你的 项目。
-以最小的视觉影响减少照明建造时间
-在关卡的所有道具中保持静态阴影清晰度一致
-即时保存不为人知的内存和文件大小(非常适合手机游戏)
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