GI and overlapping UVs

Are there any things to consider when using overlapping UVs on objects when using realtime GI only?

I’m trying to figure out the same thing lately, by alot of testing. It seems though that enlighten generates the GI by it’s own criteria and it can hardly be controlled in any way. I’ve found out that if an object is devided into smaller portions this helps Enlighten to accurately calculate the directionality.

So if I have 100 bolts, all part of the same mesh (fused), but they all share the same texture map (overlapping UVs), it won’t give artifacts when using GI?

no, I think this won’t work. If they are separate meshes it will, but if they are one mesh, you probably will need to use 3Ds max or other to separate them. In Max, there is a feature in the unwrap modifier, called Pack UV’s . This takes all the overlapping pieces in the UV, if they don’t have welded vertexes, and it distributes them to cover 1x1 atlas. It a great feature, works perfectly.

Ok, thanks.