Tom Sirdevan, CG lighter and look developer, explains Lightmass and the effect of baking your lighting. He explores light mobility settings, including static, stationary, and moveable lights. Tom then shows how these settings determine the tradeoff between memory (RAM) and runtime performance. These decisions impact the overall efficiency of your lighting scheme and help you balance it with visual dynamics.
- [Voiceover] Let's move on to light mass…and light mobility.…If you have any lights in your scene,…go to the world outliner, select them,…and delete them.…Let's begin with light mobility.…Being able to categorize things as static or dynamic…can do a lot for performance, which is why…all actors in Unreal must be categorized as such.…And lights are no different.…If I drag a point light into the scene,…and I will increase its intensity…so this is more obvious.…
In fact, I might just drag it all the way up…to its maximum intensity which,…if you are entering it like me,…is 100,000.…And if we look at the mobility types,…we have static, stationary, and moveable.…Stationary's the default and it's sort of…a Goldilocks between static and moveable.…If I want bake this lighting information,…in other words, if I want this light contribution…to be saved to memory so that I don't have…to worry about incurring a performance cost…at run time, I can change the mobility type to static.…
And now, I can go up to Build, next to it,…and select Build Lighting Only,…
Released
7/6/2016- Direct lighting
- Indirect lighting
- Creating a sky with Blueprint
- Deferred shading
- Dynamic sky and sun
Share this video
Embed this video
Video: Light mobility and Lightmass overview