Recommendations To Use

For small scenes in most cases, it is enough to place one volume with size of the whole scene. The default values ​​of all parameters are suitable for most situations.

If your scene is large enough, it’s good practice to place one volume with size of the whole scene and adjust it so that the spacing between the probes is maximized. This will fill large spaces on the scene quite quickly and correctly. Pay attention to the "Corners Detection Threshold" parameter, it directly affects the calculation speed and the number of sub-volumes into which the main volume will be divided.

Probes Spacing - 5; Corners Detection Threshold - 3; Probes Count - 10000

In addition, the size of the volume is limited programmatically in order to avoid RAM overload. When such a restriction works, you will see the corresponding warning in the main component of the plugin, as well as in the component of the editable volume. You will also be offered options to correct the situation.

Using Prefabs

Starting from version 1.95.2 Magic Light Probes supports the generation of probes in prefabs. The workflow is no different from the workflow in the main scene.

To generate probes inside a prefab, follow these steps:

  1. Create a prefab from the objects you need.

  2. Switch to prefab edit mode.

  3. Add volume using MLP Manager.

MLP Manager in prefab edit mode will display only volumes that belong directly to the prefab.

Volumes generated in prefab mode can only be calculated in prefab edit mode. This means that when using the MLP Manager "Calculate All Volumes" option, only the volumes that are created directly in the scene will be calculated, and the volumes that are created in the prefab mode will be skipped.

The manager will also inform you that you must switch to prefab edit mode in order to perform the calculation.

Optimization For Mixed Mode

If your scene uses light sources in mixed mode, then be sure to use the "Optimize For Mixed Lighting" option this will remove all parts of the volume that do not contain geometry and reduce the calculation time.

Nearly half of the volume is deducted

Light Source Management

If your scene has many light sources, then use the "Lights" tab in the manager. It displays all the light sources in your scene, sorted by type and mode. Right from there, you can switch between them on the scene and add or remove the "MLP Light" component.

All light sources in the scene are sorted by type and mode

Quick Volume Editing

Use the “MLP Quick Editing” component to edit some volume parameters after calculating it. These changes are processed at the GPU (if your configuration supports compute shaders), so it is very fast. If the volume is divided into sub-volumes, then they are calculated one by one.

In most cases, the volume can be adjusted using this component.

Defining Scene Bottom

The system needs to know which of your objects are bounding below. It can be ground, terrain or the floor of the lower floor of a building.

To quickly mark such objects, use the "MLP Helper" - this is the object that appears in the scene view. To enable it, use the menu Tools -> Magic Light Probes -> Scene GUI -> Enable.

Now you can quickly mark and unmark such objects.

If the Scene GUI is not displayed for you, then use another way to select such objects.

In the main component of the plugin go to the tab "Basic Parameters" and use the group of elements "Ground And Floor Objects". Click on the "Add Object" button and select an object.

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