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Question by user-5496 (google) · Oct 14, 2010 at 06:03 AM · resolutionlightmapatlasbeast

Beast Light-mapping maxAtlasWidth / maxAtlasHeight

I'm wondering how I would go about increasing the maxAtlas values for a rather large mesh that beast is saying is to big to fit on a lightmap. I saw the thread here http://forum.unity3d.com/threads/56435-light-map-max-at-1k-solved but wasn't able to get rid of the warning and any baked lightmaps I've done don't show on the large meshes. Any ideas?

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avatar image alexnode · Oct 14, 2010 at 11:01 AM 0
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If you have a rally big mesh with small resolution you won't be able to fit it even in a 4096x 4096 texture. You have to lower the resolution or split the mesh.there is a button that shows the resolution try to increase it and reduce it to see how it works. It is very easy to fill your texture memory with lightmaps ...

avatar image user-5496 (google) · Oct 14, 2010 at 07:16 PM 0
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I'm not so much worried about maxing resources as I am just getting it to work atm. Since I posted this I've gone and split my mesh into about 20 pieces for easier lightmapping and everything is fine now! :]

avatar image mrekuc · Jul 11, 2012 at 06:20 PM 0
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What are the texels at? Increasing the texel count will make your lightmap texture larger. A small number will fit it into a smaller resolution map, not compressing it will get rid of some of the aliasing it produces.

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