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MCBotWorks/storage-b61a5a375e11 / install /client /steamapps /common /ARK /Engine /Config /BaseLightmass.ini
| ; These are tweaked defaults for various lightmass solver and export settings | |
| ; Artist-oriented lightmass settings are in the editor UI | |
| ; Documentation for all of these is in UnrealLightmass/Public/SceneExport.h | |
| ; This ini is reloaded every time a lighting build begins, no need to restart | |
| [DevOptions.StaticLighting] | |
| bAllowMultiThreadedStaticLighting=True | |
| ViewSingleBounceNumber=-1 | |
| bUseBilinearFilterLightmaps=True | |
| bCompressLightmaps=True | |
| bUseConservativeTexelRasterization=True | |
| bAccountForTexelSize=True | |
| bUseMaxWeight=True | |
| MaxTriangleLightingSamples=8 | |
| MaxTriangleIrradiancePhotonCacheSamples=4 | |
| bAllow64bitProcess=True | |
| DefaultStaticMeshLightingRes=32 | |
| bAllowCropping=False | |
| bGarbageCollectAfterExport=True | |
| bRebuildDirtyGeometryForLighting=True | |
| NumUnusedLightmassThreads=2 | |
| [DevOptions.StaticLightingSceneConstants] | |
| StaticLightingLevelScale=1 | |
| VisibilityRayOffsetDistance=.1 | |
| VisibilityNormalOffsetDistance=3 | |
| VisibilityNormalOffsetSampleRadiusScale=.5 | |
| VisibilityTangentOffsetSampleRadiusScale=.8 | |
| SmallestTexelRadius=.1 | |
| ; Tweaked for a good tradeoff between 'Cache Indirect Photon Paths' time and Indirect photon emitting 'Sampling Lights' time | |
| LightGridSize=100 | |
| AutomaticImportanceVolumeExpandBy=500 | |
| MinimumImportanceVolumeExtentWithoutWarning=10000.0 | |
| [DevOptions.StaticLightingMaterial] | |
| bUseDebugMaterial=False | |
| ShowMaterialAttribute=None | |
| ; Material export sizes default to very small to keep exports fast | |
| EmissiveSampleSize=128 | |
| DiffuseSampleSize=128 | |
| SpecularSampleSize=128 | |
| TransmissionSampleSize=256 | |
| NormalSampleSize=256 | |
| ; Terrain materials default to much higher resolution since each material typically covers a large area in world space | |
| TerrainSampleScalar=4 | |
| DebugDiffuse=(R=0.500000,G=0.500000,B=0.500000) | |
| EnvironmentColor=(R=0.00000,G=0.00000,B=0.00000) | |
| [DevOptions.MeshAreaLights] | |
| bVisualizeMeshAreaLightPrimitives=False | |
| ; Only emissive texels above .01 will be used to create mesh area lights | |
| EmissiveIntensityThreshold=.01 | |
| MeshAreaLightGridSize=100 | |
| MeshAreaLightSimplifyNormalAngleThreshold=25 | |
| MeshAreaLightSimplifyCornerDistanceThreshold=.5 | |
| MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold=.1 | |
| MeshAreaLightGeneratedDynamicLightSurfaceOffset=30 | |
| [DevOptions.PrecomputedDynamicObjectLighting] | |
| bVisualizeVolumeLightSamples=False | |
| bVisualizeVolumeLightInterpolation=False | |
| NumHemisphereSamplesScale=2 | |
| SurfaceLightSampleSpacing=300 | |
| FirstSurfaceSampleLayerHeight=50 | |
| SurfaceSampleLayerHeightSpacing=250 | |
| NumSurfaceSampleLayers=2 | |
| DetailVolumeSampleSpacing=300 | |
| VolumeLightSampleSpacing=3000 | |
| ; Clamp the number of volume samples generated to ~3mb | |
| MaxVolumeSamples=50000 | |
| bUseMaxSurfaceSampleNum=True | |
| ; Approximately clamp the number of surface samples generated to ~30mb (only for Landscape currently) | |
| MaxSurfaceLightSamples=500000 | |
| [DevOptions.PrecomputedVisibility] | |
| bVisualizePrecomputedVisibility=False | |
| bCompressVisibilityData=True | |
| bPlaceCellsOnOpaqueOnly=True | |
| NumCellDistributionBuckets=800 | |
| CellRenderingBucketSize=5 | |
| NumCellRenderingBuckets=5 | |
| PlayAreaHeight=220 | |
| MeshBoundsScale=1.2 | |
| VisibilitySpreadingIterations=1 | |
| MinMeshSamples=14 | |
| MaxMeshSamples=40 | |
| NumCellSamples=24 | |
| NumImportanceSamples=40 | |
| [DevOptions.PrecomputedVisibilityModeratelyAggressive] | |
| MeshBoundsScale=1 | |
| VisibilitySpreadingIterations=1 | |
| [DevOptions.PrecomputedVisibilityMostAggressive] | |
| MeshBoundsScale=1 | |
| VisibilitySpreadingIterations=0 | |
| [DevOptions.VolumeDistanceField] | |
| VoxelSize=75 | |
| VolumeMaxDistance=900 | |
| NumVoxelDistanceSamples=800 | |
| ; Clamp the size of the volume distance field generated to ~15mb | |
| MaxVoxels=3992160 | |
| [DevOptions.StaticShadows] | |
| ; Using area shadows by default instead of filtering in texture space | |
| bUseZeroAreaLightmapSpaceFilteredLights=False | |
| NumShadowRays=8 | |
| NumPenumbraShadowRays=8 | |
| NumBounceShadowRays=1 | |
| bFilterShadowFactor=True | |
| ShadowFactorGradientTolerance=0.5 | |
| bAllowSignedDistanceFieldShadows=True | |
| MaxTransitionDistanceWorldSpace=50 | |
| ApproximateHighResTexelsPerMaxTransitionDistance=50 | |
| MinDistanceFieldUpsampleFactor=3 | |
| MinUnoccludedFraction=.005 | |
| StaticShadowDepthMapTransitionSampleDistanceX=100 | |
| StaticShadowDepthMapTransitionSampleDistanceY=100 | |
| StaticShadowDepthMapSuperSampleFactor=2 | |
| ; Clamp the number of shadow samples generated to ~8mb for huge levels | |
| StaticShadowDepthMapMaxSamples=4194304 | |
| [DevOptions.ImportanceTracing] | |
| bUseCosinePDF=False | |
| bUseStratifiedSampling=True | |
| NumHemisphereSamples=16 | |
| MaxHemisphereRayAngle=89 | |
| bUseAdaptiveSolver=true | |
| NumAdaptiveRefinementLevels=2 | |
| AdaptiveBrightnessThreshold=.1 | |
| AdaptiveFirstBouncePhotonConeAngle=4 | |
| [DevOptions.PhotonMapping] | |
| bUsePhotonMapping=True | |
| bUseFinalGathering=True | |
| bUsePhotonDirectLightingInFinalGather=False | |
| bVisualizeCachedApproximateDirectLighting=False | |
| bUseIrradiancePhotons=True | |
| bCacheIrradiancePhotonsOnSurfaces=True | |
| bVisualizePhotonPaths=False | |
| bVisualizePhotonGathers=True | |
| bVisualizePhotonImportanceSamples=False | |
| bVisualizeIrradiancePhotonCalculation=False | |
| bEmitPhotonsOutsideImportanceVolume=False | |
| ConeFilterConstant=1 | |
| ; 400 gives a smooth enough result without requiring a very large search | |
| NumIrradianceCalculationPhotons=400 | |
| ; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons | |
| FinalGatherImportanceSampleFraction=.6 | |
| ; 10 degrees is a good tradeoff between capturing high frequency incident lighting at final gather points and covering the whole incident lighting domain with a limited number of importance directions | |
| FinalGatherImportanceSampleConeAngle=10 | |
| IndirectPhotonEmitDiskRadius=200 | |
| IndirectPhotonEmitConeAngle=30 | |
| MaxImportancePhotonSearchDistance=2000 | |
| MinImportancePhotonSearchDistance=20 | |
| ; Preview uses a very small number of importance directions | |
| NumImportanceSearchPhotons=10 | |
| OutsideImportanceVolumeDensityScale=.0005 | |
| DirectPhotonDensity=350 | |
| ; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons | |
| DirectIrradiancePhotonDensity=350 | |
| DirectPhotonSearchDistance=200 | |
| IndirectPhotonPathDensity=5 | |
| ; Need a very high indirect photon density since first bounce photons are used to guide the final gather | |
| IndirectPhotonDensity=600 | |
| IndirectIrradiancePhotonDensity=300 | |
| IndirectPhotonSearchDistance=200 | |
| PhotonSearchAngleThreshold=.5 | |
| IrradiancePhotonSearchConeAngle=10 | |
| CachedIrradiancePhotonDownsampleFactor=2 | |
| [DevOptions.IrradianceCache] | |
| bAllowIrradianceCaching=True | |
| bUseIrradianceGradients=False | |
| bShowGradientsOnly=False | |
| bVisualizeIrradianceSamples=True | |
| RecordRadiusScale=.8 | |
| InterpolationMaxAngle=20 | |
| PointBehindRecordMaxAngle=10 | |
| ; Increase distance and angle constraints in the shading pass, which filters the interpolated result without losing too much detail. | |
| DistanceSmoothFactor=4 | |
| AngleSmoothFactor=4 | |
| ; Sky occlusion has less noise than normal GI, don't blur away details | |
| SkyOcclusionSmoothnessReduction=.5 | |
| ; Enforce a minimum sample rate on surfaces with no nearby occluders | |
| MaxRecordRadius=1024 | |
| CacheTaskSize=64 | |
| InterpolateTaskSize=64 | |
| [DevOptions.StaticLightingMediumQuality] | |
| NumShadowRaysScale=2 | |
| NumPenumbraShadowRaysScale=4 | |
| ApproximateHighResTexelsPerMaxTransitionDistanceScale=3 | |
| MinDistanceFieldUpsampleFactor=3 | |
| NumHemisphereSamplesScale=2 | |
| NumImportanceSearchPhotonsScale=1 | |
| NumDirectPhotonsScale=2 | |
| DirectPhotonSearchDistanceScale=.5 | |
| NumIndirectPhotonPathsScale=1 | |
| NumIndirectPhotonsScale=2 | |
| NumIndirectIrradiancePhotonsScale=2 | |
| RecordRadiusScaleScale=.75 | |
| InterpolationMaxAngleScale=1 | |
| IrradianceCacheSmoothFactor=.75 | |
| NumAdaptiveRefinementLevels=3 | |
| AdaptiveBrightnessThresholdScale=.5 | |
| AdaptiveFirstBouncePhotonConeAngleScale=1 | |
| [DevOptions.StaticLightingHighQuality] | |
| NumShadowRaysScale=4 | |
| NumPenumbraShadowRaysScale=8 | |
| ApproximateHighResTexelsPerMaxTransitionDistanceScale=6 | |
| MinDistanceFieldUpsampleFactor=5 | |
| NumHemisphereSamplesScale=4 | |
| NumImportanceSearchPhotonsScale=2 | |
| NumDirectPhotonsScale=2 | |
| DirectPhotonSearchDistanceScale=.5 | |
| NumIndirectPhotonPathsScale=2 | |
| NumIndirectPhotonsScale=4 | |
| NumIndirectIrradiancePhotonsScale=2 | |
| RecordRadiusScaleScale=.75 | |
| InterpolationMaxAngleScale=.75 | |
| IrradianceCacheSmoothFactor=.75 | |
| NumAdaptiveRefinementLevels=3 | |
| AdaptiveBrightnessThresholdScale=.25 | |
| AdaptiveFirstBouncePhotonConeAngleScale=2 | |
| [DevOptions.StaticLightingProductionQuality] | |
| NumShadowRaysScale=8 | |
| NumPenumbraShadowRaysScale=32 | |
| ApproximateHighResTexelsPerMaxTransitionDistanceScale=6 | |
| MinDistanceFieldUpsampleFactor=5 | |
| NumHemisphereSamplesScale=8 | |
| NumImportanceSearchPhotonsScale=3 | |
| NumDirectPhotonsScale=4 | |
| ; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons. | |
| DirectPhotonSearchDistanceScale=.5 | |
| NumIndirectPhotonPathsScale=2 | |
| ; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale | |
| NumIndirectPhotonsScale=8 | |
| NumIndirectIrradiancePhotonsScale=2 | |
| ; Decreasing the record radius results in more records, which increases quality | |
| RecordRadiusScaleScale=.5625 | |
| InterpolationMaxAngleScale=.75 | |
| IrradianceCacheSmoothFactor=.75 | |
| NumAdaptiveRefinementLevels=3 | |
| AdaptiveBrightnessThresholdScale=.25 | |
| AdaptiveFirstBouncePhotonConeAngleScale=2.5 |
Xet Storage Details
- Size:
- 9 kB
- Xet hash:
- 8f0c15137a6748985baffee96914a8ef9861da1561dd06d098aafcf7924cf0d5
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