Detail mode for enlighten?

Hi, I was working in a project where we waste a lot of memory and time to make enlighten for a lot of objects that could use the “proyect detail” of enlighten that other engines like Unreal just have. Do we have some way to make the same without use probes?

I’m confused, what’s project detail?

Project detail is a mode of enlighten where you use the near object solution and “project” this solution over the UV of your model. For example. If you have a wall with a lot of details in wood, paintings,… you can use the same solution of this wall in the objects. With this you solve two problems, you don’t have the problems of probes, and the extra time that you need in realtime and calc time. The solutions are more clean because you use basic shapes for the solutions, instead of a lot of little details.

Basic shapes where you calc enlighten

Final geometry that use the calc of the proxy shape

Frankly I don’t think enlighten works like that any more.

The “basic” shapes are replaced by “clustering” which is somewhat similar (in the sense that it simplifies the scene). And “project detail” sounds roughly like the directional mode.

I understand that something automatic is a good new. But sometimes I preffer have a proxy mesh to control the scene, the time for calc and reduce problems. And to reduce the memory, because you can calculate only one object and reuse all this data in other models.

Submit a feature request to Geomerics (ARM?) then?

Dunno what to tell you. I don’t think Enlighten, the tech itself, works like that any more.

Well, in Unreal enlighten works like that. And they speak about this in the documentation… I only want to know why this option doesn’t exist in Unity when it’s really usefull.

Link?

Sorry, but I cannot share that documentation.