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Merge pull request #7314 from Calinou/lightmapgi-uv2-primitive-bake-vram

Max Hilbrunner 2 years ago
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11899ee498
1 changed files with 36 additions and 0 deletions
  1. 36 0
      tutorials/3d/global_illumination/using_lightmap_gi.rst

+ 36 - 0
tutorials/3d/global_illumination/using_lightmap_gi.rst

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