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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sat Feb 06, 2010 12:58 am Post subject: Unite or Merge? |
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This maybe a silly question, but here goes.
Is there a difference between Merging objects and Uniting them?
One I see is under the CSG box and the other in the more detailed box. I am kind of hoping, Unite will transform a collection of prims/meshes etc, into a 'skin' model, reducing the vertices etc, and lightmaps. At the moment, when I create a lightmap render, it produces as many as 400+ individual lightmap files. Its not the overall mb size of the files, thats quite small, its the sheer number. When I export the meshes into a rendering platform for use on the web, it takes a long time to decompress all those files. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat Feb 06, 2010 1:10 am Post subject: |
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Unite simply connects the 2 objects. Kind of like grouping them. Merge, actually merges them into one object. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Feb 06, 2010 6:44 pm Post subject: |
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If you need less lightmap data, why don't you just lower the min/max resolution? A good trick is lowering the min resolution only, this can result in much lightmaps without loosing quality in places that are highly visible. |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sat Feb 06, 2010 7:06 pm Post subject: |
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Quote: |
Excellent, thanks for the replies.. so Unite will lessen the edges, vertices and polygons of a model... and hopefully, the lightmaps?
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Lightmapping is the last step you take. Changing geometry pretty much destroys the lightmap. You have to regenerate it.
btw, beware that the DeleD CSG routines may have undesirable effects on your geometry. Use with care! |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun Feb 07, 2010 3:19 am Post subject: |
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I couldn't work out what is the best combination, small overall size, followed by larger max (matching the overall size). I did get some results using 8x8 smaller mapping. Downside, I can end up with hundreds (I've had over 700) small lightmaps, totalling around a small 4-7mb.
What I was hoping for, bigger lightmaps, with more infor inside, meaning less of them. As long as I don't trade that for say 6No 10mb files lol. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Feb 07, 2010 8:38 am Post subject: |
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You need to set
(1)- lightmap size to 512x512
(2)- individual min size to 8x8
(3)- individual max size to 128x128
and work from there. Never touch (1) unless you know what you are doing, just vary (2) and (3).
(1) doesn't affect total lightmap size (only in a bad bad way when you make it really too small so the 2D packing goes horribly wrong).
This really needs to be documented, but we've been planning to get rid of (2) and (3) for ages. |
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