Many meshes vs. one scaled mesh to block light- problem?

Hey gang, just had a thought from my Unity brain.

If I were to do this exercise in Unity, using multiple meshes like this would make sense. Unity’s shadow maps do not upscale well so any light bakes with overscaled meshes are typically unusable.

But for Unreal, does anyone know a drawback to using giant meshes for light bleed (eg. upscaling the floor tiles instead of creating so many duplicates)?

I upscaled my tiles instead of duplicating so if I learn anything down the course I’ll add that to this post.

I don’t know exactly but I will note that the Demonstration map the asset pack comes with does exactly that.

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