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Enlighten UE4 3.10 Documentation
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  • Welcome to Enlighten
  • How Enlighten works
  • Install and build
  • Beginner tutorials
  • From static to dynamic lighting
  • How actors interact with Enlighten
  • Lightmap lighting
    • Lightmap UV charts
    • Lightmap UVs
    • Shared lightmaps
    • Mesh projection
    • Simplified UVs with a target mesh
  • 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
  • Light volumetric fog
  • 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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Lightmap lighting

    This is the documentation for Enlighten.

    Lightmap lighting

    May 18, 2020

    Enlighten lightmaps provide diffuse indirect lighting for static actors.

    The image below shows how Enlighten maps lightmaps to surfaces.

    Each colored area is a chart, a continuous area of the lightmap UV space. For example, the blue wall is one chart. There's usually a hard edge in the Enlighten lighting where charts meet, such as the edge between the blue and orange walls in the image above.

    Enlighten lightmaps contain only low-frequency indirect lighting and require much lower resolution than traditional, baked lightmaps.

    The default lightmap resolution is one pixel per meter; this is more than enough for high-quality indirect lighting. Instead of specifying a fixed-size lightmap for each mesh, you can specify the size of a lightmap pixel in world units and the UV layout automatically adjusts. The more pixels you use, the higher the Enlighten lightmap cost. You can adjust the lighting resolution to find a balance between cost and quality.


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