From the course: Unreal Engine: Global Illumination for Architectural Visualization

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Focusing Lightmass calculations in a scene

Focusing Lightmass calculations in a scene - Unreal Engine Tutorial

From the course: Unreal Engine: Global Illumination for Architectural Visualization

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Focusing Lightmass calculations in a scene

- [Instructor] Depending on the nature of a project it is entirely possible for us to find ourselves creating a scene that has both a large outdoor landscape mesh, possibly reaching out to the edges of the editor grid, but that at the same time has only quite a small playable or walkable area that needs a high-quality lighting solution applying to it. Such as our interior here for instance. Because lightmass will, by default, emit photons based on the overall size of the level though, having that landscape mesh, which may only be in there as a backdrop of sorts included in the GI calculation, will definitely increase the number of photons that the renderer has to emit, having the knock-on effect of both increasing lighting build times and possibly even lowering the overall GI quality for the more important interior by quite a bit. To help combat these kinds of problems what we have in Unreal is the lightmass importance volume which can be accessed via the modes tab inside the volume…

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