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@ -103,6 +103,10 @@ class LightBaker(_MeshManager): |
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def _bake_static_lighting(self, bake, toggle): |
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def _bake_static_lighting(self, bake, toggle): |
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inc_progress = self._report.progress_increment |
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inc_progress = self._report.progress_increment |
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# Lightmap passes are expensive, so we will warn about any passes that seem |
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# particularly wasteful. |
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largest_pass = max((len(value) for key, value in bake.items() if key[0] != "vcol")) |
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# Step 0.9: Make all layers visible. |
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# Step 0.9: Make all layers visible. |
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# This prevents context operators from phailing. |
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# This prevents context operators from phailing. |
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bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS |
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bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS |
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@ -138,7 +142,11 @@ class LightBaker(_MeshManager): |
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for key, value in bake.items(): |
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for key, value in bake.items(): |
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if value: |
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if value: |
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if key[0] == "lightmap": |
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if key[0] == "lightmap": |
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self._report.msg("{} Lightmap(s) [H:{:X}]", len(value), hash(key), indent=1) |
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num_objs = len(value) |
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self._report.msg("{} Lightmap(s) [H:{:X}]", num_objs, hash(key), indent=1) |
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if largest_pass > 1 and num_objs < round(largest_pass * 0.02): |
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obj_names = ", ".join((i.name for i in value)) |
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self._report.warn("Small lightmap pass! Objects: {}".format(obj_names), indent=2) |
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self._bake_lightmaps(value, key[1:]) |
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self._bake_lightmaps(value, key[1:]) |
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elif key[0] == "vcol": |
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elif key[0] == "vcol": |
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self._report.msg("{} Crap Light(s)", len(value), indent=1) |
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self._report.msg("{} Crap Light(s)", len(value), indent=1) |
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