Skava Lightmap Uv Master Pro
SKAVA LIGHTMAP UV MASTER PRO - DOCUMENTATION
INSTALLATION
Requirements:
Blender 3.0 or higher
Windows, Mac, or Linux
How to Install:
Download the skava_lightmap_uv_master_pro.py file
Open Blender
Go to Edit > Preferences > Add-ons
Click "Install" button
Select the downloaded .py file
Enable "UV: SKAVA Lightmap UV Master Pro" by checking the checkbox
The addon will appear in 3D Viewport > Sidebar (press N) > SKAVA tab
QUICK START GUIDE
Basic Usage:
Select one or more mesh objects in your scene
Open the SKAVA panel in the sidebar
Choose your target game engine (Unity, Unreal, or Godot)
Click "SKAVA Generate" button
Your objects now have optimized lightmap UVs in a second UV channel
That's it! The addon automatically creates perfect lightmap UVs based on your engine choice.
INTERFACE OVERVIEW
Main Panel Elements:
Target Engine Dropdown:
Unity: Optimized for Unity HDRP/URP
Unreal Engine: Optimized for UE4/UE5 Lightmass
Godot: Optimized for Godot 4.x
Custom: Manual control over all settings
Apply Engine Defaults Button (refresh icon):
Instantly applies recommended settings for selected engine
Unwrap Settings:
Method: Smart UV Project or Lightmap Pack
Island Margin: Padding between UV islands (percentage)
Lock icons let you override engine defaults
Resolution Settings:
Auto: Calculates optimal resolution based on object size
Manual: Set specific resolution (32-4096)
Quality presets for Auto mode (Mobile to VR)
Generate and Batch Buttons:
SKAVA Generate: Process selected objects
SKAVA Batch Process: Process entire scene
ENGINE-SPECIFIC SETTINGS
UNITY Configuration:
Default Method: Smart UV Project
Default Padding: 2%
Recommended Padding: 3%
Maximum Resolution: 4096
UV Channel: 2
Best Practice: Disable "Generate Lightmap UVs" on import
UNREAL ENGINE Configuration:
Default Method: Lightmap Pack
Default Padding: 4%
Recommended Padding: 5%
Maximum Resolution: 2048
Valid Resolutions: 32, 64, 128, 256, 512, 1024, 2048
UV Channel: 2
Best Practice: Build lighting with Production quality
GODOT Configuration:
Default Method: Smart UV Project
Default Padding: 2%
Minimum Resolution: 512
Maximum Resolution: 4096
UV Channel: 2
Best Practice: Enable "Use in Baked Light" on instances
FEATURES EXPLAINED
Automatic Resolution Calculation: The addon analyzes each object to determine optimal lightmap resolution:
Measures object dimensions and surface area
Considers polygon count
Applies quality preset multiplier
Respects engine limitations
Ensures power-of-2 sizes
Quality Presets:
Mobile: 4 texels/unit (optimized for performance)
Console: 8 texels/unit (balanced quality)
PC: 16 texels/unit (standard quality)
PC High: 32 texels/unit (high quality)
ArchViz: 64 texels/unit (architectural visualization)
VR: 128 texels/unit (maximum quality for VR)
Padding System: Padding prevents light bleeding between UV islands:
Unity: 2-3% prevents most bleeding
Unreal: 4-5% required due to Lightmass
Percentage-based scales with resolution
Ensures consistent results
Validation System: Automatically checks for:
UV islands outside 0-1 range
Overlapping UV islands
Insufficient padding for engine
Non-standard resolutions (Unreal)
Below minimum resolution (Godot)
WORKFLOW EXAMPLES
Single Object Workflow:
Select your mesh object
Check polygon count in properties
Choose appropriate quality preset
Generate UVs
Check result in UV Editor
Adjust if needed and regenerate
Batch Processing Workflow:
Ensure all meshes are visible
Click "SKAVA Scene Analysis"
Review recommendations in Text Editor
Click "SKAVA Batch Process"
All scene objects processed automatically
Environment Art Workflow:
Group objects by importance (hero, props, background)
Process hero objects with PC High quality
Process props with PC quality
Process background with Console quality
Export settings for team sharing
Mobile Game Workflow:
Set target engine to Unity
Set quality to Mobile
Enable validation
Process all objects
Check for resolution warnings
Reduce resolution if needed for performance
COMMON ISSUES AND SOLUTIONS
"UV islands have overlaps" Error:
This is usually a validation false positive
Check UV Editor to confirm
If real overlaps exist, regenerate
"Insufficient padding" Warning:
Increase Island Margin percentage
Or click Apply Engine Defaults
Unity: increase to 3%
Unreal: increase to 5%
"UVs outside 0-1 range" Error:
Regenerate UVs
Check for non-manifold geometry
Ensure mesh has proper scale
"Resolution not standard for Unreal" Warning:
Unreal prefers specific resolutions
Use 256, 512, 1024, or 2048
Addon auto-corrects when possible
No UV Layer Created:
Ensure object is a mesh
Check object isn't hidden
Try in Object mode
Check for mesh data
BEST PRACTICES
General Guidelines:
Always generate lightmap UVs as separate UV channel
Keep consistent padding within asset groups
Higher resolution for hero/focal objects
Lower resolution for background elements
Test lightmap baking early in production
Save Blender file before batch processing
Resolution Guidelines:
Small props: 128-256
Medium props: 256-512
Large props: 512-1024
Hero objects: 1024-2048
Architecture: 512-2048
Terrain: 1024-4096
Performance Optimization:
Process in groups of 50-100 objects
Close other applications during batch process
Disable validation for proven workflows
Use consistent settings per object type
Pipeline Integration:
Establish naming conventions
Create quality preset standards
Document resolution guidelines
Use version control for settings
Export JSON for team sharing
ADVANCED FEATURES
Scene Analysis:
Generates detailed report
Groups objects by complexity
Recommends resolutions
Calculates memory usage
Provides engine-specific tips
Settings Export:
Saves all configurations as JSON
Includes object resolutions
Documents UV availability
Enables team standardization
Tracks generation date
Validation Options:
Toggle on/off per workflow
Checks engine requirements
Prevents common errors
Saves time on trusted assets
TECHNICAL DETAILS
Supported UV Methods:
Smart UV Project: Angle-based projection, good for complex meshes
Lightmap Pack: Optimized packing, better for Unreal Engine
File Storage:
UVs stored in mesh data
Resolution stored as custom property
Engine choice stored per object
No external dependencies
Compatibility:
Blender 3.0+
All operating systems
All render engines
Game engine agnostic
Python 3.9+
TIPS FOR EACH ENGINE
Unity Tips:
Use Progressive GPU Lightmapper for best results
Set Lightmap Resolution in Lighting window
Enable Lightmap Compression for large scenes
Consider separate resolution for indoor/outdoor
Use Light Probes for dynamic objects
Unreal Tips:
View Lightmap Density mode to check coverage
Adjust per-object in Static Mesh Editor
Use Lightmass Importance Volumes
Enable GPU Lightmass for faster iteration
Check World Settings lightmap options
Godot Tips:
Use LightmapGI node for baking
Set up Lightmap Probe for dynamic objects
Enable Bicubic sampling in Project Settings
Consider SDFGI for open worlds
Adjust Bounce count for quality
TROUBLESHOOTING CHECKLIST
Before generating:
Objects are selected
Objects have mesh data
In Object or Edit mode
No modifiers preventing edit
Proper scene scale
After generating:
Check UV Editor for result
Verify second UV channel exists
Look for validation warnings
Test in target engine
Check lightmap density
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