Hi there,
Unreal needs special uvs on uv2 for lightmaps.
Idealy they should look rectangular and not diagonal.
They should also be quantised to pixel resolution.
Tips? I cant get this to work with the Houdini tools in H16.
kind regards
Olaf
Houdini creating UVs for Unreal lightmaps
7122 5 3- Olaf Finkbeiner
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- ZN-Games
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Hi Olaf,
Im switching my current project from realtime to baked lighting and had the same problem today….
You can use layers to create several uv sets.
https://www.youtube.com/watch?v=U90eHb8OLr4 [youtube.com]
You can also create a hda with several layers and they should show up as different uv sets in unreall
Best regards,
Johannes
Im switching my current project from realtime to baked lighting and had the same problem today….
You can use layers to create several uv sets.
https://www.youtube.com/watch?v=U90eHb8OLr4 [youtube.com]
You can also create a hda with several layers and they should show up as different uv sets in unreall
Best regards,
Johannes
Edited by ZN-Games - April 17, 2017 15:15:20
- Olaf Finkbeiner
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Hi Johannes,
i figured it out by now.
this is very usefull
https://www.orbolt.com/asset/mifth::mifth_uv_grid [orbolt.com]
I also made a little tool to make sure the uvs are pixel perfect.
thanks
Olaf
i figured it out by now.
this is very usefull
https://www.orbolt.com/asset/mifth::mifth_uv_grid [orbolt.com]
I also made a little tool to make sure the uvs are pixel perfect.
thanks
Olaf
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- Noboru_Garcia
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- FJSam
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Noboru_Garcia
What are the requirements to get the UV's to work properly. Evertime I export as a HDA the same asset refuses the work properly. But if I simply export as FBX it works! I'm baffeled.
Here's a video I made on the topic. Might help someone!
https://youtu.be/ZGMrwwKglKE [youtu.be]
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