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Enlighten UE4 3.09 Documentation
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  • Welcome to Enlighten
  • How Enlighten works
  • Install and build
  • Beginner tutorials
    • See what Enlighten can do in Unreal
    • Set up Enlighten in Unreal from scratch
      • 1. Open the level
      • 2. Run the parameterize
      • 3. Understand lightmap efficiency
      • 4. Use probe lighting
      • 5. Use shared lightmaps
      • 6. Choose the lighting accuracy
      • 7. Use Enlighten reflections
      • 8. Review the result
  • From static to dynamic lighting
  • How actors interact with Enlighten
  • Lightmap lighting
  • Probe lighting
  • Local reflections
  • Change the lighting resolution
  • World properties
  • Level properties
  • Precompute your level
  • Enlighten light properties
  • Light reflected from the sky
  • Material properties
  • Turn off Enlighten updates in game
  • Mesh destruction
  • LOD for lighting
  • Real-world sun/sky intensity
  • Collaborate on a level
  • Reserved texture samplers
  • Visualizations and statistics
  • Debug with Enlighten tools
  • Convert to vanilla UE4
  • Troubleshooting and support
  • Third-party licences
  • Release notes
    Calendars

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5. Use shared lightmaps

    This is the documentation for Enlighten.

    5. Use shared lightmaps

    Oct 10, 2019

    You can further reduce the number of lightmap pixels by having meshes share lightmaps of nearby surfaces, such as walls or floors. This mode is called Detail lighting in the Enlighten properties.

    For the best results with the default lightmap pixel size, the entirety of the mesh should be within one meter of the surface. This means that the lampposts, for example, aren't good for sharing, as they extend some distance from the ground. However, the posters are ideal, because they're flat against the wall.

    1.  In the World Outliner, double-click the actor Props_Poster2 to focus on it.


      By default, this actor is lit by a lightmap. We can see this in the Details panel under Enlighten > Lighting Mode.
    2. In the Details panel, under Enlighten > Set Asset Lighting Mode, select Detail to change the lighting mode for all actors that use this mesh.

      Detail mode means this actor shares a lightmap. Enlighten automatically chooses the best lightmap to share.
    3. In the Show menu, enable Enlighten > Lighting Mode to see which lighting modes the objects use.

      Actors that share lightmaps with other actors, such as the posters, are blue.
    4. The following actors use small static mesh assets attached to walls that would be best lit with Detail lighting mode:
      • Props_CornerBricks01
      • Buildings_Wall_Pillar9

      Using Details > Enlighten > Set Asset Lighting Mode, set the Detail lighting mode for these actors. This change affects all the actors which use these static mesh assets.

      Before changing asset lighting modeAfter

    5. From the Show menu, select Use Defaults to show the level with the default editor visualizations.
    6. To see the effect that this change has on the lightmap UVs, select Build > Re-run Enlighten Parameterize to regenerate the Enlighten lightmap UVs.
    7. In the World Outliner, double-click the actor Props_Poster2 to focus on it again.
    8. In the Show menu, enable Enlighten > Lightmap Charts.


      The posters have the same color as the charts of the wall behind. This shows they share the same area of the lightmap.
    9. Move the actor Props_Poster2. Notice that the lightmap UVs for the poster update automatically to match the position.

      Before moving posterAfter

    10. Put the view back to normal with Show > Use Defaults.

    Next

    • 6. Choose the lighting accuracy
    , multiple selections available,
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