LOD0 vs Static Mesh Settings & Import Settings
Hello. I have trouble understanding the difference between seemingly similar options under LOD0, Static Mesh Settings and Import Settings, in mesh details window/tab.
Recompute Normals, Recompute Tangents, use MikkTSpace Tangent Space vs Normal Import method & Normal Generation Method
Source Lightmap Index, Destination Lightmap Index vs Light Map Coordinate Index
Min Lightmap Resolution vs Light Map Resolution
Could you please explain all of those, or point me to a documentation page where all of the options on this tab are explained? It seems they are poorly documented, or not documented at all.
Regarding tangent space, I'm working in 3ds Max and it seems exporting my models into FBX with tangents and binormals is the safest option, as all the software I work in later (Mudbox, Substance Painter, Marmoset Toolbag) reads those tangents and binormals and they are consistent throughout the pipeline. What would be the correct settings in UE4 for this type of workflow?
Regarding lightmap resolution, I was able to find some info suggesting that "Min Lightmap Resolution" has something to do with padding, which I'm able to verify by previewing UV Channel 1, but it's still not clear to me how this works.
I will greatly appreciate any help, as right now all of this has created a big area of uncertainty in my knowledge which impairs my learning process. So thank you in advance.
asked Mar 18 '16 at 10:44 PM in Using UE4
Break down of Build Settings:
There are some instances where you would want to import your normals/binormals/tangents from your modeling program for instance if you had grass where you've edited the normals to point straight up and don't want them to be computed based on the direction of the face geometry.
I hope this helps.
answered Mar 21 '16 at 04:21 PM
Tim Hobson ♦♦ STAFF
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