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@@ -166,6 +166,32 @@ unwrappers in 3D modeling software are not quality-oriented, as they are meant
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to work quickly. You will mostly need to use seams or other techniques to create
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better unwrapping.
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+Generating UV2 for primitive meshes
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+.. note::
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+
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+ This option is only available for primitive meshes such as :ref:`class_BoxMesh`,
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+ :ref:`class_CylinderMesh`, :ref:`class_PlaneMesh`, etc.
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+
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+Enabling UV2 on primitive meshes allows you to make them receive and contribute
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+to baked lighting. This can be used in certain lighting setups. For instance,
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+you could hide a torus that has an emissive material after baking lightmaps to
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+create an area light that follows the shape of a torus.
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+
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+By default, primitive meshes do not have UV2 generated to save resources (as
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+these meshes may be created during gameplay). You can edit a primitive mesh in
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+the inspector and enable **Add UV2** to make the engine procedurally generate
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+UV2 for a primitive mesh. The default **UV2 Padding** value is tuned to avoid
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+most lightmap bleeding, without wasting too much space on the edges. If you
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+notice lightmap bleeding on a specific primitive mesh only, you may have to
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+increase **UV2 Padding**.
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+
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+**Lightmap Size Hint** represents the size taken by a single mesh on the
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+lightmap texture, which varies depending on the mesh's size properties and the
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+**UV2 Padding** value. **Lightmap Size Hint** should not be manually changed, as
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+any modifications will be lost when the scene is reloaded.
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+
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Checking UV2
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^^^^^^^^^^^^
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@@ -273,6 +299,16 @@ To begin the bake process, click the **Bake Lightmaps** button at the top of the
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This can take from seconds to minutes (or hours) depending on scene size, bake
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method and quality selected.
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+.. warning::
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+
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+ Baking lightmaps is a process that can require a lot of video memory,
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+ especially if the resulting texture is large. Due to internal limitations,
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+ the engine may also crash if the generated texture size is too large (even
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+ on systems with a lot of video memory).
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+
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+ To avoid crashes, make sure the lightmap texel size in the Import dock is
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+ set to a high enough value.
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+
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Tweaks
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^^^^^^
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