[flow_default] Transcription: 004 Lightmap Density.json
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transcriptions/004 Lightmap Density.json
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{
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"audio_file": "004 Lightmap Density.wav",
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"text": "Each of the models you have in your scene has some lightmap density. The density of the lightmap for objects in your scene shows the texel density of the lighting effects that will be placed on those objects. For the viewport visuals, the green of the color is the better the texel density of the lightmap for the objects. While blue is less dense and red is denser which we can see here on our military wooden crates. Okay so because each light map is a texture, your texture streaming budget will like can quickly go up if it is very dense and the light map will be very bad if it's too low and it's too blue. So what we want is a balance between green like we want to end around the green and we never want them to be red. So if we see red light map densities, we want to decrease the light map density. So to work with those, we have to go inside of each model. So to begin with, I'm going to click on this wooden military crate and to go inside this model, you can either find it down here or click on it to the right and this will take you to the model viewer and up here to the top you can write light and this will show you the light map we have the minimum light map resolution and the light map resolution so if I minimize this a bit you can see if I click away from this model so I can change the light map 16 as well. So that was it. I'm going to close it and it says would you like to apply level of detail changes? I'm going to click yes. And so this is the basic method you have to do for everything. Even though the sandbags are green, I want to double click it and see if it changes something. Maybe I can make it better. So if I create it, make it to 32, it becomes like this and this is, I would say this is fine, it's better than making it fully green. Remember the more you increase it, the more budget, texture budget you're gonna use. So if it looks fine on 32, I'm going to use 32. So for this case, I am going to change it to 32. So for this case I am going to change it to 32 and the next thing is the bottle. So usually I just go through the models one by one so I am going to do this. So for example this stone I am going to decrease it to 8 and you can see here it becomes green. I can also decrease it to 4 and it becomes too blue so I don't want to do this. I am going to increase it again to 8 and remember to change both the lightmap resolution and the minimum lightmap resolution. So we have to change both of them and click on save. And remember to change it to the sizes of textures. So the textures start with 4 and they go up to 8 and 16, 32, 64 and so on. So it's always multiplied by 2. Okay, so I'm going to do this for the rest of the models. Just double-clicking Lightmap or searching for Lightmap and decreasing going to increase it because right now it's blue and I want to try to put 128 and see what it does and now it becomes more towards green and a bit more like a bit blue mixed with green and I think this is a better resolution so I'm going to increase the cliffs from 64 to 128. Okay so these were all the models and I can see that I'm missing something here so this is a stone that I'm missing and I can try to go back and see there's something I forgot changing and I can't really press on it and see it because I painted it with a fold each tool so I have to manually go in and try to view there's one of them that I forgot so this is the wood and the rounded color yeah I forgot these two so clicking on the the and this scene is a lot more optimized than previously. And the last thing is this ground. This is too blue and the textual density is bad. And we want to increase the light map resolution for this as well. So this is inside of our assets. And here we can double click the ground and let's write light map density. Try to increase it to 256, still a bit too low, 512. And this is a lot better so we let's stay with this 512 and let's say so realistically this would be a lot lower because we actually utilized a lot less than the whole ground the ground is large and if you use the whole scene this would be cool and if not we could have go into the 3d program and make it a lot smaller but this is fine for now it doesn't matter okay so this is the light map density and if we go back to the lit mode this is still looking the same and the game is 100 times more optimized and it's perfect",
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"language": "en",
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"confidence": null,
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"duration": 406.68
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}
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