UE5 Optimisation: How To Find And Fix Lightmap Densities

Поделиться
HTML-код
  • Опубликовано: 8 сен 2024
  • Hey guys, in today's video I'm going to be showing you how to view the lightmap density of meshes in your scene and how to modify them to increase performance in your Unreal Engine projects and games, as well as fixing a potential crash you may get when building the lighting.
    Get access to the project files and more on my Patreon: / mattaspland
    Check Out My Game Studio: www.copagaming...
    #UE5 #UnrealEngine5 #UE5Tutorial
    _________________________________________________________________________
    🔗Resources
    Lightmap Density Documentation: docs.unrealeng....
    Map I Was Using: unrealengine.c...
    _________________________________________________________________________
    What I use:
    ⌨️Keyboard: amzn.to/3TMYuly
    🖱️Mouse: amzn.to/3JNYgWD
    🎧Headphones: amzn.to/3z8OfhM
    💺Gaming Chair: amzn.to/3M1VM9V
    🎙️Microphone: amzn.to/3FSxnQ8
    🎙️Mic Power Supply: amzn.to/3FTXt5f
    🖥️Monitor (X2): amzn.to/3LSsMkT
    🖥️Monitor (X1): amzn.to/3FSd9WS
    🦾Dual Monitor Arm: amzn.to/3nvABCC
    🦾Monitor Arm: amzn.to/40pKJvi
    📷Webcam: amzn.to/3lIlRA2
    📷DSLR: amzn.to/3lKbjQI
    🔥Cable Management Tray: amzn.to/3ZwzEaQ
    🔥Cable Management Sleeve: amzn.to/3M6U5Yu
    My PC Specs:
    GPU: amzn.to/3JHLHMx
    CPU: amzn.to/40hcupY
    RAM: amzn.to/40iHd67
    Motherboard: amzn.to/3FRne6e
    _________________________________________________________________________
    🔥Subscribe: / @mattaspland
    💬Discord: / discord
    🐦Twitter: / matt_aspland
    📷Instagram: / matt_aspland_
    🔗All: linktr.ee/Matt...
    _________________________________________________________________________
    Support Me:
    Patreon: / mattaspland
    PayPal: www.paypal.com...
    Ko-Fi: ko-fi.com/matt...
    _________________________________________________________________________
    To access the project files and screenshots from the video, check out my Patreon above!
    My Public Video List: trello.com/b/7...
    Unreal Engine 4 Tutorials Playlist: • Unreal Engine 4 Tutorials
    Unreal Engine 5 Tutorials Playlist: • Unreal Engine 5 Tutorials
    The Basics Of Nodes Playlist: • The Basics Of Nodes In...
    _________________________________________________________________________
    ♫ Outro Song: Kronicle - Chill Noons

Комментарии • 37

  • @KomodoBitGames
    @KomodoBitGames Год назад +5

    I’m about to start work on optimizing my open world level so this was right on time. I’ve been doing unreal for 2 years now and I am just now learning about this

  • @Pierraxl
    @Pierraxl Год назад +17

    Just to answer everybody about lumen, this tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen
    - Lightmaps
    - Lightmass portals
    - Lightmass volume
    - Ambient occlusion
    - Reflection captures
    - lightmap UV
    - light functions
    - Distance field

    • @skanda2186
      @skanda2186 Год назад

      Absolutely important information. Thank you for sharing.

    • @SolarTara
      @SolarTara 10 месяцев назад

      I believe reflection captures can still be used with lumen if you are not using lumen reflections. (you can choose to override it or not)!

  • @arrowsdev
    @arrowsdev 3 месяца назад

    nice , quick and right to the point, much love

  • @MooseheadStudios
    @MooseheadStudios Год назад +2

    quick and usefull thank you

  • @PatrickTheDM
    @PatrickTheDM Год назад

    Awesome, you just gave me a ton of work to to to Mazemerizz! (I finally named the game) Edit: Well not as bad as I thought. I only had to change a handful of lightmaps on a few levels.

  • @1.1st
    @1.1st Год назад

    I think that this tutorial will help me to fix my project essue i will try when i finish some works

  • @pixelasm
    @pixelasm Год назад +3

    Thanks for sharing the tip, although I wonder if there is an automated way to do this. As the engine is able to detect the lightmap densities and render each mesh accordingly it must have the info what value could be optimal per mesh. At least this could give a good start and leave fine tuning to the user for when the player is meant to interact with one or the other object more closely ...

    • @TheBrowney95
      @TheBrowney95 Год назад +1

      There's a plugin called AutoLightmapUER that works quite well

  • @Ervins_from_Latvia
    @Ervins_from_Latvia 5 месяцев назад

    I wonder, is there any way to select all 'reds' and lower the value in bulk? Some sort of 'smart filter' or something?

  • @user-og8fo3nl2v
    @user-og8fo3nl2v Месяц назад

    I use UE 5.4.2 and I dont have this option, even shortcut (Alt + 0) doesnt work

  • @RiverFox_YT
    @RiverFox_YT 8 месяцев назад

    does this work for instanced static meshes? because they all show as black?

  • @apterous420
    @apterous420 5 месяцев назад +1

    what kind of lights is the scene using?

  • @zainophrenicgaming2727
    @zainophrenicgaming2727 Год назад

    Hello, Im your Big fans, can you tell me how to add more weapon, upgrade weapon system like TLOU & how to make A.I/Enemy react to sound...
    & How to try the game or play the game after finish...??

  • @CrypticNord
    @CrypticNord 3 месяца назад

    Does Density matter if you’re using moveable lighting??

  • @Danha808
    @Danha808 Год назад

    Do you need to build lighting before you package the game or does package game button build the lighting already?

  • @PaburoVIII
    @PaburoVIII 11 месяцев назад

    Can I use lumen and ray tracing? I broke my escene and many normal msps became pink and some models kinda broke the normals any idea how can I fix it?

  • @DeadEndGames
    @DeadEndGames Год назад

    Hello Mat. How do I send you my game for when you next do a video on viewers games?

  • @sasbando
    @sasbando 10 месяцев назад

    hi mat great video, i have a grass mesh used in grass types, is there a way i can do this in the static mesh itself as its painted onto landscape as opposed to placed in the world. i hope this made sense haha. thanks

    • @Relyinglemming6
      @Relyinglemming6 7 месяцев назад

      Just go to the asset its self but make sure its the asset that is placed in the world, when you place grass/trees in a world there will be 2 assets just change them both and you should be good. Double click on them and look for Lightmap and change it.

  • @DarkRodFR
    @DarkRodFR Год назад

    long process , any idea how for optimize faster ?

  • @SketchyGameDev
    @SketchyGameDev Год назад +1

    So, my game is really relying on lumen, pretty much all my lighting is from emissive materials, so it’s fully dynamic. Is this a horrible mistake? 😂

    • @KomodoBitGames
      @KomodoBitGames Год назад +1

      If you are fine with your game having a highish spec requirement then there is nothing wrong with it, if you are targeting lower end hardware too you should make it an option. Emissives can bake static lighting too

    • @SketchyGameDev
      @SketchyGameDev Год назад

      @@KomodoBitGames well I couldn’t figure out the baked lighting, my light map density debug view doesn’t work, and I don’t know if it’s related to my UV maps or enabling static lighting, but I think vertex color lights should work fine instead

  • @deeppixelstudio
    @deeppixelstudio 4 месяца назад

    if it's black?

  • @astrochris6092
    @astrochris6092 Год назад

    Is this still relevant when using lumen and/or virtual shadow maps?

    • @Pierraxl
      @Pierraxl Год назад

      This tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen
      - Lightmaps
      - Lightmass portals
      - Lightmass volume
      - Ambient occlusion
      - Reflection captures
      - lightmap UV
      - light functions
      - Distance field

  • @hendra_winata13
    @hendra_winata13 Год назад

    Does we need to do this since we are using lumen and many more new tools?

    • @Pierraxl
      @Pierraxl Год назад +1

      This tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen
      - Lightmaps
      - Lightmass portals
      - Lightmass volume
      - Ambient occlusion
      - Reflection captures
      - lightmap UV
      - light functions
      - Distance field

    • @hendra_winata13
      @hendra_winata13 Год назад

      Thank you very much, light functions too?@@Pierraxl

  • @carlosrivadulla8903
    @carlosrivadulla8903 Год назад

    are lightmaps required if u are using lumen?

    • @Pierraxl
      @Pierraxl Год назад +2

      This tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen
      - Lightmaps
      - Lightmass portals
      - Lightmass volume
      - Ambient occlusion
      - Reflection captures
      - lightmap UV
      - light functions
      - Distance field

  • @MrPangahas
    @MrPangahas Год назад

    Can you make a tutorial about item durability65777777777777777777

  • @JackeryPumpkin
    @JackeryPumpkin Год назад +2

    Your videos are too sparse. How does this help with lumen? Does it help with lumen at all? You didn’t even show how your changes affected the look of the scene.

    • @Fighter05
      @Fighter05 Год назад +4

      Lightmaps are only used in baked lighting so they don't apply to global illumination/lumen unless you are using static lights. Basically they're the texture the engine creates and slaps onto things to mimic the light you placed at runtime for performance.
      Lightmap density is just the Texel density of the texture. The higher the number, the redder the debug screen. High texel density means the lightmap is being wasted on this area of the mesh. Since lightmaps take CPU time to create and space on the players GPU vram during runtime, for no real benefit, it shows red, yellow, etc. Everything green means that based upon all the lighting in the scene, the resulting lightmap generation will be sufficient to show detailed lighting at the lowest memory cost.
      And the opposite is true as well, Dark blue, blue etc doesn't mean best. Blue means the size of the lightmap and the texel density is too low and you will star to get shadow artifacting and smudged lighting effects. Blue is the best performance however. Green is what Epic recommends, yellow, red mean overly complex for little benefit.