Automatic, Overlap Free UV Packing
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Summary
Generating lightmap UVs for models at import means padding cannot be adjusted per-instance. Consequently we cannot guarantee instances will have sufficient lightmap padding to avoid leaking artifacts. Currently lightmaps are packed with significant waste, this impacts especially mobile users who build content for low-powered devices and rely on static lighting data.
Use Case / Intended Outcome
Artists should not need to worry about lightmap packing when building scenes. “Automatic overlap free UV packing with low waste “ supports unique per-instance lightmap UVs so each mesh instance can have chart padding adjusted, or be repacked in order to prevent overlap. Calculating pack margin is automatic and can accommodate any per-instance scaling / optimisation.