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    Try skylight above 20 I'm using skylight brightness of 60 in my current scene (it goes above 20 if you type in the number)
    also play around with your reflection capture, start with only 1 to try and get some light to bounce towards walls next to the windows for example, i needed an influence radius of over 2000 for this to happen in my scene.
    Last edited by Mentholblue; 01-07-2016, 03:53 PM.

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      Originally posted by Mentholblue View Post
      Try skylight above 20 I'm using skylight brightness of 60 in my current scene (it goes above 20 if you type in the number)
      also play around with your reflection capture, start with only 1 to try and get some light to bounce towards walls next to the windows for example, i needed an influence radius of over 2000 for this to happen in my scene.
      Do you mean a sphere reflection capture with a high influence radius?

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        Yes. I was getting same results as you in my scene, until i messed around with a single sphere RC, and boosted the skylight. I'm also using specified cube map.
        Use lightmass portals in windows too if you're not already.
        Last edited by Mentholblue; 01-07-2016, 04:32 PM.

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          Originally posted by feingeist88 View Post
          Done in 4.11 Preview. Skylight Only. How would you guys continue and tweak with lighting? I changed the intensity of sky light. Dunno if that is smart :-/

          [ATTACH=CONFIG]72777[/ATTACH]
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          4.11 preview indeed had bug with the atmospheric fog so without it the skylight basically won't cast any GI. current situation I think u need to hooked up a HDRI into the skylight then will be working just fine.
          Just noticed that your lightmass is black and intensity is 0 well it work with previous version.
          in this 4.11 you need to have intensity into for GI and dont use black.
          Last edited by ad2mesh; 01-08-2016, 12:33 AM.

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            Question about the new "lightmassportal" :
            Where do you set it : inside/outside/in/ the frame of yours windows ? Is there an impact over the scene ?

            However, in my scene, with the lightmassportal + good hdrimap( on sls cubed), i can rid of "directionnal light" and spotlight (thx to @heartlessphil for the tip).
            I've to push Forward the study on another scene (an interior with less windows) to see how it works.

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              With lightportal, treat it like a box that acts as a window frame. It doesn't have to be completely accurate - just needs to be 1mm bigger than the glass in your window for example.

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                The portal just needs to be a bit bigger than the hole like Mentholblue said. That's what I learned on stream the other day.

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                It's weird that there is no orientation to the portal tho, in vray there was an orientation indicator. You had to have the portal aim inside the house!

                This is in vray :

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                Last edited by heartlessphil; 01-08-2016, 03:56 AM.

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                  Great post !
                  @DanielW I know it's not the right place but since we have access to a developer here, i would like to ask to you if it's possible to do something for a good glass shader.
                  Actually we have to trade for reflections or transparent shadowing ... or use the technique here : https://answers.unrealengine.com/que...ecularity.html
                  Having scene with great lighting is good but glass object who look fake kill the coolness

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                    Just tested the Lightmass portals & hdr-sky with Koola's Lightroom project.

                    One big lesson for me (not a surprise to the pro's I guess): just like a photographer needs tricks (bounce cards, extra lights, moving furniture in some shots etc) to achieve stunning results, you (might) need them in Unreal as well. Due to the design of the room, dimensions / position of windows etc, some corners or parts will turn out dark. Only by using a trick (adding a light, bounce cards) a photographer in real life will be able to fix that and I think so must we in Unreal.

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                      On portal placement, heartlessphil is correct, it just needs to cover the opening. When lightmass is gathering lighting from any point in the scene, it will take extra samples in the direction of portals. This makes a huge difference on skylight quality in caves / indoors because otherwise the chance that a sample would find that tiny bright opening is very small, which translates to splotchy artifacts. Portals also affect indirect lighting from other sources but those tend to be pretty good quality due to use of photons so the difference is not noticeable.

                      It doesn't matter which way the portal is facing. I'm guessing vray does that as an optimization, then Lightmass would only do extra lighting samples on one side of the portal. I didn't think that was worth the extra complexity.

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                        @DanielW I know it's not the right place but since we have access to a developer here, i would like to ask to you if it's possible to do something for a good glass shader.
                        Actually we have to trade for reflections or transparent shadowing ... or use the technique here : https://answers.unrealengine.com/que...ecularity.html
                        Looks like a bug in the translucency lighting shader to me, probably easy to fix. I won't be back at work for a while though.

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                          Sorry to hijack this thread, but it been days I'd like to try out this whole new workflow, unfortunately I'm unable to use swarm,
                          Any help would be greatly appreciated.
                          @DanielW, you might even have insight info on why this isn't working as expected?

                          https://forums.unrealengine.com/show...-on-renderfarm

                          Cheers
                          Stan

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                            Recently, I've been preparing my new Marketplace package, and made a lot of tests with lights, lightmass setup. Here are some of my latest results with UE 4.11. I'm happy with the quality I got in ~2min. Huge difference in light building times comparing to previous UE versions. The scene is pretty much random, but I wanted it to have a lot of geometry (those orbs objects are ~100k tris). Fun fact: Light portals don't reduce light building times for me. It takes even longer, when I used them.







                            Great thread btw!
                            UE4 blog: www.michalorzelek.com/blog/ - Tutorials, free content and more!

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                              Portals 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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                                Hey!

                                This is my first post on UE4 forum! This thread is fantastic, than you so much for investigating and sharing the process. I have 8 years experience of working with V-Ray and only now I can say I understand how samples work and how to optimize settings for good results fast. Now I got into UE4 and it feels like the whole process of learning I need to start again for Lightmass, so it's so great to have this thread, it's so much faster to grasp the concept of it!

                                Kudos to Raghu for starting the thread, DanielW for all the hard work in the implementations of new solutions and rafareis123 for the great guide with examples.

                                I want to share with you some of my tests too. I started my own project in UE4 and here are the results so far (I spent a day figuring out the Lightmass)

                                Here are my settings:

                                UE 4.10.2

                                Light Quality: Production

                                Static Lighting Level Scale: 0.5
                                Num Indirect Lighting Bounces: 20
                                Indirect Lighting Quality: 10
                                Indirect Lighting Smoothness: 1.0

                                No compression on Lightmaps
                                Packed Light and Shadow Map Texture Size: 2048

                                BaseLightmass.ini with default settings

                                for skylight texture I used Pether Guthrie HDRI

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                                Some 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
                                Attached Files
                                Artstation

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