UE4場景燈光優化SOP
場景燈光優化SOP 移除所有現有效果 (light, post-process, reflection) 整理level建立layer 檢查物件mesh, material, UV 重新建立主環境光源 (DirectionalLight,PostProcessVolume, SkyAtmosphere, SkyDomeMesh, SkyLight) //SkyAtmosphere在4.24之後才有 關閉額外效果 (Auto Exposure, Vignetting) 放置Lightmass importance volume 配置物件光源 ( 常見光源、 IES 、自發光貼花 ) 配置反射 配置Lightmass portal (可選) Bulid light (preview) 優化(調整或刪除非必要的光源,或是依距離動態調整光源影響範圍) Lightmass,postprocess參數細調 Bulid light (production) Light map resolution 地面、天花板、牆壁 1024 大家具 256/512 小家具 64/128 Lightmass Static Lighting Level x Indirect Lighting Quality = 1.0 (官方建議) 測試渲染: 渲染品質:Medium World settings - lightmass: Static Lighting Level = 0.6 Num Indirect Lighting Bounces = 20 Indirect Lighting Quality = 10 Indirect Lighting Smoothness = 1.1 Baselightmass.ini : NumHemisphereSamples = 64 IndirectPhotonDensity = 3000 IndirectIrradiancePhotonDensity = 1500 IndirectPhotonSearchDistance = 180 進階渲染: 渲染品質:High World settings - lightmass: Static Lighting ...