This is typically better for the runtime memory requirements and performance of your Project, as well as making it easier to manage the number of Static Mesh assets in your Content Browser. When Datasmith detects multiple copies of the same component in your SketchUp scene, it only creates one set of Static Mesh assets for that component, and places multiple instances of those Static Meshes into the scene. If this happens, you can try splitting your large geometries across multiple components or layers in SketchUp to make the Static Meshes easier to deal with in Unreal. Depending on the way your lightmap UVs are laid out, you may not be able to generate good results at all. You can try increasing the lightmap resolution on the large Static Meshes, but this also increases your baking time and runtime memory requirements. Large meshes require correspondingly large lightmap textures in order to make sure that each part of the model has an adequate amount of texture space to record its light and shadow. If your Static Meshes in Unreal are very large, you may have trouble achieving good results when baking static or stationary lights for your scene. Knowing this strategy can help you influence the Static Meshes it creates.
Converting Geometry into Static Meshesĭatasmith divides your SketchUp geometry into Static Mesh assets by combining all connected polygon faces that are in the same component or group, into a single Static Mesh.
#SKETCHUP PRO BUY SOFTWARE#
To read more about other types of Datasmith workflows, see Datasmith Supported Software and File Types.