My 2 pc were used to build the scene. Main is core i7 4970k+16gbram+gtx980, second pc is core i7 2600k+8gb ram+gtx 760ti
I will take an old interior/exterior scene I've made that took 10 hours to build and try to see how I can reduce the time while achieve similar quality. stay tuned.
I have now checked in my Lightmass solver quality improvements:
A) Adds light portals - these solve static skylight quality in highly enclosed areas like the example
B) Fixed high IndirectLightingQuality settings disabling adaptive sampling - this improves static skylight quality
C) Fixed light leaks when using spotlights with StaticLightingLevelScale .1 - StaticLightingLevelScale is no longer applied to photon emission
These changes will be in 4.11 which will probably be in about 4 months.
So to wrap up Raghu's original post
1. How to remove the splotches in the area where there is no skylight hitting directly (Areas far from windows). As you can see in the above images there are so many splotches in gallery, despite having Indirect Lighting quality to = 10 and static Lighting Level scale = .1
2. Shadows become somewhat messy after a certain distance. How to make area shadows more clear and smooth.
This is addressed by A) + B)
3. Whenever we put spotlights to remove dark areas, it almost always gives the annoying problem of light leaks. Clearly evident in the above images.
This is addressed by C)
Sadly that's all the time I can spend on Lightmass atm, otherwise I would like to investigate some more complex scenes.
Raghu's original. Settings were StaticLightingLevelScale .1, IndirectLightingQuality 10, IndirectLightingSmoothness .75, no compression.
Improved solver quality + portals setup. Settings are StaticLightingLevelScale .2, IndirectLightingQuality 10, no compression, all others defaults. I probably should have turned down the smoothing a bit, notice how where the walls meet doesn't look quite right. Also, the exposure is different than Raghu's.
Raghu's original. Settings were StaticLightingLevelScale .1, IndirectLightingQuality 10, IndirectLightingSmoothness .75, no compression.
Improved solver quality + portals setup. Settings are StaticLightingLevelScale .2, IndirectLightingQuality 10, no compression, all others defaults.
That's great news @DanielW. I cannot thank you much enough, desperately waiting for the 4.11. I could not have asked for more, was only thinking of the solution through BaseLightmass.ini but you have permanently incorporated the changes in Engine. That make things so much easier for new comers in UE4 for Arch-Vis.
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