Lightbake on Destructible Meshes
I have destructible meshes in my level that are not receiving lightmass info.
There is an option that I have been using for most of my movable options called "light as if static". If I try to check this box, it will not let me toggle the switch on. Are destructible meshes not movable objects?
I understand that destructible meshes could potentially be messy for lightmap UVs on meshes. Would the best route be to use a static mesh until it receives a hit? Then swap out that mesh for the destructible?
Thank you in advance! Cheers!
asked Jan 03 '17 at 10:53 PM in Rendering
Destructible Meshes are closer to a skeletal mesh in the way they are setup. Once the destructible is fractured you get a root bone with each chunk being its own bone. So with this in mind, DMs cannot have lightmaps or use precomputed lighting.
To light these with statically (precomputed) lit environments they use the indirect lighting cache to blend them into their enviornment. Swapping the mesh out is what I've seen a lot of people do, but if you're using the "light as if static" for movable objects keep in mind that the static mesh will cast a static shadow as well and if you swap it out with the DM that shadow is baked in and will remain.
answered Jan 04 '17 at 01:32 PM
Tim Hobson ♦♦ STAFF
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