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Lets make Lightmass EPIC (and understandable)
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tupikp repliedUE4.11 preview releases are expected to be full of problems and not intended to be used to create important projects. Epic had stated that clearly in the Announcement section. But to be honest, I'm tempting to port all of my projects over to UE4.11 since the lighting build time is so fast
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Mentholblue repliedA preview is usually just adding to an older version, i doubt the packaging project malfunctions will be solved. Time to spend all day tomorrow, re-importing every single .fbx file into a brand new unlit un textures scene because of a stupid error that should have been dealt with long ago...
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ZacD repliedWell, it is a preview release, they typically have dozens of bugs, I wouldn't expect a preview build of the engine to work with no flaws.
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Mentholblue repliedOriginally posted by ZacD View PostIf you think lightmass is buggy, I'm sure you'll love Enlighten in Unity 5.
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BrUnO XaVIeR repliedOriginally posted by Mentholblue View PostI've never used software filled with so many bugs and malfunctions in all my life.....
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Mentholblue repliedI've never used software filled with so many bugs and malfunctions in all my life.....
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rafareis123 repliedYea, unfortunately I'm having problems with lighting in complexes scenes on 4.11
The portals are great, but the overall indirect lighting from skylight it's too dark in some corners and the shadows aren't so sharpen anymore. Also the artificial lights produces more light/shadows leaks than 4.10, even with a high indirect photons.
I have to make more tests or wait for the final release, because I couldn't achieve a perfect result from my old scenes
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m.orzelek repliedYou can always export 2-4 times higher resolution and downsize it in Photoshop. It helps to get rid of most jagged edges.
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heartlessphil repliedI think it's more because temporal AA is a AA method that takes a couple frames to ''respond''. Look around in your scene and stop, you'll see it when the temporal AA kicks in! Apparently that doesn't work very well with a screenshot because it takes only a single frame!
But hopefully that's just a bug and it will get fixed!
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Ikos repliedIt usually happens this to me when I use a low lightmap dimension, the only fix I found is to increase it.
For the screenshot I heard that it's a known bug, the AA doesn't work with the screenshot tool.
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Wojciech repliedOriginally posted by ZacD View PostI'd suggest downloading 4.11 and putting in portals before messing with the .ini settings.
for now, further tests with 4.10:
Light Quality: Medium
Static Lighting Level Scale: 0.2
Num Indirect Lighting Bounces: 20
Indirect Lighting Quality: 10
Indirect Lighting Smoothness: 1.0
BaseLightmass.ini
NumHemisphereSamples = 256
Texture size for walls and floors: 512
Rendering Time: 2.5h
And now question, how to get rid of this artifact? It happens on most points where walls connect with ceilings. It is adjusting the texture size?
And by the way, how to get better AA quality from Highres Screenshot? A screengrab from viewport looks like that (nevermind DOF):
Last edited by Wojciech; 01-16-2016, 06:37 AM.
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heartlessphil repliedThe new version (4.11) is too good to pass up! Now it's easier, faster and more efficient.
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ZacD repliedOriginally posted by Wojciech View PostSome contact shadows are looking pretty OK - like the one from kitchen unit, but the further the light needs to travel the more splotches. Also I get quite significant differences in color between walls and ceilings. I guess now it's time to tweak BaseLightmass.ini to get rid of the splotches
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m.orzelek repliedOriginally posted by ZacD View PostPortals are supposed to increase the build time, because it tells lightmass where to fire more photons. But with portals you get higher quality bakes without having to crank up the settings, so you are saving time that way.
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