Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
You should have at least one light probe covering any space that might contain a dynamic object (e.g. anywhere you're allowing a man-hack to go, etc).
I find t's best to cover most of the map with some low density probes first (maybe even just a single extremely low-density probe, aka low "resolution"), then add default density probes to each area as desired. (You can also use "env_combined_light_probe_volume" at this stage, since this also adds cube-mapping and has similar placement and workflow)
And In case you're wondering:
Light probes are really just a way of telling the compiler what density to "voxelize" the world...(this affects baked fog, and the the accuracy of dynamically-lit objects as they move throughout a baked scene)...and...as far as I know, higher resolution probes always have precedence...meaning: every region of space is voxelized only once, and always to the highest density that was called for in that particular space.
Edit:
It's also worth noting that the compiler is excellent at ignoring space that shouldn't be voxelized, so in some cases its easier to place some default res areas that cover a very large area in additional to your catch-all.
(this is usually "good enough"...Just don't waste higher density in open air as at best that's wasted compile time).