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    Originally posted by ZacD View Post
    Are portals bi-directional or is there a front/back, and is there any portal related settings?
    AFAIK, from Daniel explanation in the video, light mass portal don't need to have settings other than scale, since they are more like light mass importance volume, to force light mass calculation to focus on more important places rather than firing photons to every direction.

    And I also would like to know if a light portal is bi-directional or not. Although from my limited testing it seems that light portal is working on one direction only.
    Swarm Agent and Lightmass Troubleshooting

    Comment


      Can someone tell me where to find the portal lights in the UI please? Can't find it.
      Also, would be great to have a little run down on what settings has to be used to get the best results now with this new 4.11 release.

      Thanks
      Stan

      Comment


        You can find Lightmass Portal in All Classes tab. The best thing about UE 4.11 preview 1 is that I don't need to mess around with baselightmass.ini file anymore. In Lightmass setting, I rarely use high indirect bounce values, mostly around 10-30. Using low light scale such as below 0.5 also won't tax light building as high as in previous versions. Thanks to Intel Embree integration. It really helps and makes light building much, much faster.

        However, don't use UE 4.11 preview 1 for your real project yet. The official release of UE 4.11 is February 2016.
        Swarm Agent and Lightmass Troubleshooting

        Comment


          I could use some help or advice, I started a new scene and wanted to take advantage of the portals in 4.11, but I'm getting a soft dark areas around each corner, even with different lighting. It looks unnatural and is the same even on the walls with the windows and the opposite walls. Any idea whats causing it or how to improve it?

          http://i.imgur.com/w6d4gb3.jpg
          http://i.imgur.com/NY3HL7S.jpg
          http://i.imgur.com/6V7zjVt.jpg
          Last edited by ZacD; 12-25-2015, 04:10 PM.

          Comment


            Originally posted by Vrender View Post
            Raghu, mihanix, koola, rafareis123 -Thanks very much! Waiting for the new tutorials!!!!
            http://rag3dviz.com/tutorial/hdri-li...unreal-engine/

            Finally an awesome tutorial on HDRI by www.rag3dviz.com
            CHECK OUT:- Visit https://3darchstuffs.com/ for Unreal arch-viz tutorials, Unreal Demo EXE and Unreal projects with source files.


            https://www.youtube.com/playlist?lis...X3Sm2Z9NXEHFV9

            Comment


              Originally posted by palak123 View Post
              YES!!! YES!!! YES!!! THANKS! THANKS!THANKS! I was waiting for this tutorial! Beginners very difficult to understand UE settings! Thanks!!!
              Maxim S.
              Architectural Rendering
              Vrender Company

              Comment


                Zacd, did you turn off all AO settings? I don't think what you have looks bad personally...

                Comment


                  I'm dumb, forgot to turn off post process AO.

                  Comment


                    Originally posted by ZacD View Post
                    I'm dumb, forgot to turn off post process AO.
                    Yes, yes you are. Hahahaha

                    Comment


                      Hi guys,
                      I'm trying to build a little project with all the data I've been able to collect in this thread who is absolutely amazing.

                      I have a big issue though, and I can't really explain it better than with this preview I made :
                      https://youtu.be/R70WXAv1Ig8

                      Basically everything works from outside the house, (appart from few light leaks and wrong mapped objects) but once I get in, all the maps wigs out.
                      Would it be because I tried to push too much quality into it? I still have bleading maps and think I should push the quality even higher, or divide them more to get more quality per area.

                      ATM, I overwrote all the maps to 2048 and rendered out (render took about 60h on my i7 3930k OC 3.9Ghtz)
                      FYI : My video-card is only using 1.6Gb or ram out of the 4Gb available of my GTX 970

                      Any ideas would be welcome

                      Cheers
                      Stan

                      Comment


                        It's just the texture streaming lacking memory.
                        use the command r.streaming.poolsize 4000 (it's 4000mb versus the default 1000)

                        By the way your scene looks good (lighting)
                        Last edited by heartlessphil; 12-27-2015, 02:11 AM.

                        Comment


                          Also you probably don't need to set every lightmap to 2048, be reasonable. Books, the TV, pillows, etc, don't need the same resolution as your walls and floor.

                          Comment


                            4.11 support VR ???

                            Comment


                              Amazing improvements, I was endlessly testing build settings on a large building with many rooms that had a load of light leaks that I thought were down to poor lightmaps, but this new update fixed them nicely + greatly improved build speed times! Definitely my favorite engine update yet!
                              ARTSTATION: https://www.artstation.com/artist/noisestorm

                              Comment


                                Originally posted by Stan Brusse View Post
                                Hi guys,
                                I'm trying to build a little project with all the data I've been able to collect in this thread who is absolutely amazing.

                                I have a big issue though, and I can't really explain it better than with this preview I made :
                                https://youtu.be/R70WXAv1Ig8

                                Basically everything works from outside the house, (appart from few light leaks and wrong mapped objects) but once I get in, all the maps wigs out.
                                Would it be because I tried to push too much quality into it? I still have bleading maps and think I should push the quality even higher, or divide them more to get more quality per area.

                                ATM, I overwrote all the maps to 2048 and rendered out (render took about 60h on my i7 3930k OC 3.9Ghtz)
                                FYI : My video-card is only using 1.6Gb or ram out of the 4Gb available of my GTX 970

                                Any ideas would be welcome

                                Cheers
                                Stan
                                You can solve it using one of 2 options.
                                Option 1: as @heartlessphil said increase streaming pool size.
                                (unfortunately, this option didn't work for one of my projects, especially if I package it for 32 bit os. For 64 bit it worked.)
                                Option 2: Uncheck compress option in Packaging settings.

                                Comment

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