Cube Map Locations

Discussion in 'Halo and Forge Discussion' started by MythicFritz, Aug 19, 2016.

  1. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    I demonstrated it on our map @SgtSlaphead in video / up now
     
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  2. ExTerrestr1al

    ExTerrestr1al Forerunner
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  3. Kenjamin1 MI

    Kenjamin1 MI Forerunner
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    #83 Kenjamin1 MI, Mar 16, 2020
    Last edited: Mar 21, 2020
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  4. Yumudas Beegbut

    Yumudas Beegbut Legendary
    Wiki Contributor Senior Member

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    Is this about the light/shadows that seep in thru the edges? This:
    ProgressiveLightmapper-UVOverlap-183-0.png
    Found this while distracted by the Unity docs (I dunno why. I blame my brain.)

    They call it "UV Overlap". OMG we can call 'em UVOs!

    This article (https://docs.unity3d.com/Manual/ProgressiveLightmapper-UVOverlap.html) has more info & pics of the UV map that shows how all the surface UV bitmaps (each called a "chart") are packed together. It explains junk about how GPU sampling causes this when they're close together.

    The good news: It even gives some possible solutions!
    The bad news: None of them seem to be options for us using Forge!

    But maybe we can try to disrupt the way the charts (UV-sharts? Yes.) are packed together by not having uniform blocks that can be crammed together so nicely. Break 1 big wall into 2 (which can also improve shadows & maybe lighting performance). Or throw in a nice rug or screen or Pig Toy. (?)
     
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