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[flow_default] Transcription: 003 Optimization Viewmodes.json

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transcriptions/003 Optimization Viewmodes.json ADDED
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+ {
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+ "audio_file": "003 Optimization Viewmodes.wav",
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+ "text": "So the next thing is the optimization views and to view the optimization views you have to go inside of this slit mode and You can go into optimization view modes and the first one is called light complexity and Here you can view how complex the light is if you have too many lights This will be very laggy and optimized and you will get warnings For example, let me create a new light a point light and you you can see here it's very green. This is because this is the area it covers. And you can see it becomes green. So this is blue because there is not much light. We only have the sunlight. And now we have both the sunlight and the point light. So if I duplicate this, if I hold Alt and drag, you can see it becomes red now or more orangey. If I duplicate it again, it becomes red. If I keep duplicating, it becomes purple. And at the end, it becomes white. So this is the light complexity and you would never want to end up with a fully white scene. This is very bad optimization. You want to stay at a low color. right now our color is blue so this is insanely optimized. You can't get better. And this is because this is an outdoor environment. It would be a different case if it was indoors and we had multiple lights around the scene. Okay, so let's save everything and go back to the light map density now. And the light map density is something we can change for each model and I actually want to dedicate the next lesson for this so we're going to skip it for now we have the stationary light overlap we don't really have anything and this is the shader complexity and you can see here this is good this is bad white is always bad in this engine so red and white you don't really want to see it This is why I love the Megascans assets. So these are the optimization views, it's very important to keep track of your game. Just go in here sometimes when you import new models, when you create new lights and scenes, try to optimize it through these modes. Okay, so let's go over to the next lesson and take a look at the light map density.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 185.92
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+ }