Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Overlapping lightmap UVs by (x)%

I get this error a few times when I try to build lighting, so the number it tells me varies based on which of the errors it is. This is happening with a basic lightbulb model I made- it uses a black and white texture to specify where the material should glow. I'm not sure what lightmap UVs are, I didn't set them up myself in maya or the editor, so a bit of background information would be fantastic if you use certain terms I might not understand. Thanks!

alt text

alt text

Product Version: UE 4.10
more ▼

asked May 14 '16 at 12:36 AM in Rendering

avatar image

37 7 9 11

avatar image Sheeplie May 14 '16 at 01:12 AM

Ah! I realized why this is happening. https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/

"By default, the first set of UVs (index 0) of a Static Mesh will be used when generating lightmaps for static lighting. This means the same set of coordinates that is used for applying materials to the mesh will also be used for lightmaps. This is quite often not ideal. One reason for this is that the UVs used for generating lightmaps need to be unique, meaning that each face of the mesh must not overlap any other face within the UV space."

So- there's that. Yes, some of my UVs share the same space. So what am I supposed to do now? Also, say I have a textured area of a mesh. If I duplicate it, does it create another UV shell on that same spot, or does it simply use the UV shell of the original mesh?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question