Scythe's lightmaps are so good because it unwraps your lightmaps and resolution based off of the geometry itself, not the pre-existing UVs like Unreal's built-in way of generating lightmaps.
When I started HALL-oween I used Lumen as it's default, but I wanted to use more Scythe features. Since the lightmapping is so good I went back and baked the first four scenes. #gamedev #UnrealEngine #UE5 #ScreenshotSaturday

Oct 26, 2026 · 7:15 PM UTC

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Technically UE has long had ways of actually generating completely new UVs for use as lightmaps, people just often misunderstood what "generate lightmaps UVs" actually did. I would have killed to have scythe when I worked in archvis though, your lightmapping algorithm is peak!
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Yeah, but UE's is based on a preexisting UV channel (usually 0) which sucks. What's funny is the lightmap unwrap I implemented is already in the engine, it just wasn't complete. It's the xatlas unwrap so I take no credit other than making it work properly.
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Oh damn. That’s hot.
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