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Statussubtle true colour Green title 4.03.P1
World Partition
subtle | true |
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colour | Green |
title | 4.03.P1 |
Enlighten is now ready for production with large scale worlds that use World Partition. This release adds a new streamlined workflow to configure lighting resolution throughout a large open world with World Partition enabled. The world is divided into a grid and you can specify the lighting resolution for each grid cell, which applies to all actors within the cell by default. View and edit the grid in the World Partition window.
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When World Partition is enabled, Foliage types that use Detail lighting mode will fall back to probe lighting. |
This release adds a few key the following World Partition features:
- In the editor, the Enlighten Build menu now provides the option to precompute Loaded Actors or Selected Actors. To precompute the entire world, use the precompute commandlet.
- Support for the Loose Hierarchical Grid partition type.
- World Partition HLOD actors are now always lit by sky lighting.
- Support for Level Instances with streaming mode Embedded. Other streaming modes are not yet supported.
- Runtime Data Layers are automatically excluded from the Enlighten radiosity computation. Static mesh actors in a runtime data layer will not receive indirect lighting unless they have Mobility set to Movable.
- Use World Settings > Enlighten Settings > Default Quality and World Settings > Enlighten Settings > Adaptive Probe Resolution to control the lighting resolution of actors which are set to Use Default.
- The Enlighten Level Stats window now shows Enlighten data statistics broken down by world partition cell.
To convert a level to use World Partition, use the WorldPartitionConvert commandlet with the argument -RemoveEnlightenLevelProperties.
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When you convert a level to use World Partition, any existing Enlighten level properties are lost. |
Eliminate unwanted lighting data
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