Non uniformly sized lightmaps?

Literally a question.
I am currently creating a lot of lightmap UV’s for meshes and was wondering why lightmap sizes are always uniform?
Ive had a lot of instances where a non uniform lightmap (i.e. 64x128) would be more than enough.

Anyone possible to give me a real in-depth answer to that?
:slight_smile:

thanks!

Hey Luos -

Our engine calculates the Light maps and the shadow maps based on a set resolution (the Lightmap resolution, which for most meshes defaults to 32). That means that it will render light on a 32x32 map for the given object. That is the reason you will not see non-uniform lightmaps. You could align your meshes unwraps however you want or need to within the 0,1 space in your modeling program but the engine will render a lightmap equal to the whole 0,1 space at the resolution you set.

Thank You

Eric Ketchum