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    Thanks, is that command needed for each project or does it effect the engine for all projects?

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      It's basically a "console command", so it only affecting project that use this command, not the whole engine. Put it in a blueprint is a good practice especially if you are going to give the final result to your clients.
      Swarm Agent and Lightmass Troubleshooting

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        4.11 lightmass portal , just preview mode
        is better than 4.9
        Tcimage3d Studio
        Unreal Artist & Developer in archi & interior Visual
        Real Estate VR Tutor: http://tcimage3d.wixsite.com/3dvr

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          Can't wait to test it out... Gotta reformat and install win10 before, it HAS to be done at some point anyway! Looks very clean!

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            tc22, looks great! What is your lighting set up, just hdri?

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              Nice, tc22. Non blurry mirror like reflections too, not seen that before (maybe that's just me)
              Can you give your hardware spec, settings and render time ?

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                hi there,

                regarding the newset preview 4.11 build, i have a question.
                how to enable embree? i downloaded the newest library from intel, and i tested it with embree on and off in the ini file and actually, i had a slightly faster build time without embree (2% faster) so my guess is its not using it even if its enabled in the ini file and the build times are pretty much the same. and yes, i have a intel processor.

                any words of advice?
                Last edited by jazvec; 01-03-2016, 07:57 AM.

                Comment


                  Originally posted by jazvec View Post
                  hi there,

                  regarding the newset preview 4.11 build, i have a question.
                  how to enable embree? i downloaded the newest library from intel, and i tested it with embree on and off in the ini fail and actually, i had a slightly faster build time without embree (2% faster) so my guess is its not using it even if its enabled in the ini file and the build times are pretty much the same. and yes, i have a intel processor.

                  any words of advice?
                  Embree is integrated into UE4's light building system. There's no need to download anything at all from third parties. If you looked at Swarm Agent log window while building lighting, you would see the word "Embree" mentioned in there.

                  This also means Embree implementation in UE4.11 preview 1 is CPU agnostic, it really doesn't matter if your rig is using AMD CPU, Embree in UE4 just works without problem.
                  Last edited by tupikp; 01-02-2016, 10:52 PM.
                  Swarm Agent and Lightmass Troubleshooting

                  Comment


                    Originally posted by jazvec View Post
                    hi there,

                    regarding the newset preview 4.11 build, i have a question.
                    how to enable embree? i downloaded the newest library from intel, and i tested it with embree on and off in the ini fail and actually, i had a slightly faster build time without embree (2% faster) so my guess is its not using it even if its enabled in the ini file and the build times are pretty much the same. and yes, i have a intel processor.

                    any words of advice?
                    It's on by default, if you want to turn it off to compare speeds, you can follow the instructions in this post.

                    https://forums.unrealengine.com/show...l=1#post444264

                    Comment


                      Originally posted by ZacD View Post
                      It's on by default, if you want to turn it off to compare speeds, you can follow the instructions in this post.

                      https://forums.unrealengine.com/show...l=1#post444264
                      i did that. its mentioned in the post youre replying to.

                      i tested it with embree on and off in the ini file and actually, i had a slightly faster build time without embree (2% faster) so my guess is its not using it even if its enabled in the ini file and the build times are pretty much the same.

                      Comment


                        I'm not (at least it seems) experiencing 2x faster builds either. Current light build, 76% after nearly 30 hours (scene with 3 rooms, balcony and maybe 20 items furniture total) - corei7 4790k with 16gb ram + core i5 4460 with 8gb ram.
                        64 hemisphere samples, production mode, .2 static lighting level, 100 bounces, 10 indirect lighting quality. 2 lights in scene - direct and skylight, light portals used in windows.

                        Comment


                          It's probably your light map resolutions and the 10 indirect lighting quality causing the high rendering time. Isn't the point of portal lights that you don't need a super high indirect lighting quality because the portals tell lightmass where to focus?

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                            I watched the video posted on a previous page, where Daniel was demonstrating 4.11 and he was using indirect quality of 10 and .2 scale?

                            Comment


                              From my tests this ".2 static lighting level" kills render times. Can you really see a difference between say .7 and .2? I gave up on anything lower than .65 because the render times were in days.

                              Comment


                                Are you able to get "loft in london" "scandinavian" "unreal paris" type quality with .7 ?

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