This is the documentation for Enlighten.

7. Lightmap resolution

Enlighten automatically creates a UV set for every actor lit with a lightmap. This UV set maps pixels from the lightmap onto the surface of the mesh.

  1. To see the lightmap pixels mapped to the actors, in the View Mode menu, choose Enlighten > Lightmap Charts.

    The colors in the level change to show the different lighting modes. Don't worry if the colors in the screenshot below don't match the colors in your level.

    Each uniquely colored surface represents one chart. Each square of a chart represents a lightmap pixel. 
    The target lightmap pixel size for each actor changes depending on the Enlighten Quality you choose for the actor.
  2. To see the Enlighten lightmap pixel sizes in the level, in the View Mode menu, choose Enlighten > Lighting Quality.

    Actors that use High quality are shown in blue. Actors that use Medium quality are shown in green. The Medium quality uses a larger target lightmap pixel size.
    This level has been designed so actors that are closer to the ground (and therefore the player's perspective) use higher-quality lighting.
  3. Change the View Mode back to Lit to restore the lighting.


  4. Notice that although the higher building levels use lower-quality lightmaps (larger pixel size), they still have believable indirect lighting.

    LitEnlighten > Lighting Quality

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