Announcement

Collapse
No announcement yet.

Lets make Lightmass EPIC (and understandable)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by ZacD View Post
    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.
    Ok, my bad. I misunderstood it. I thought light portals use the same number of photons (not fire extra ones), and you just tell where you want them to focus more. Thanks
    UE4 blog: www.michalorzelek.com/blog/ - Tutorials, free content and more!

    Comment


      Originally posted by Wojciech View Post
      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
      I'd suggest downloading 4.11 and putting in portals before messing with the .ini settings.

      Comment


        The new version (4.11) is too good to pass up! Now it's easier, faster and more efficient.

        Comment


          Originally posted by ZacD View Post
          I'd suggest downloading 4.11 and putting in portals before messing with the .ini settings.
          I did download it, but something happened to my scene. I recreated my project in 4.11 and it just didn't work. After calculating Lightmass everything was looking wrong - I don't know yet why, I must have forgot about something, or settings are different from 4.10 and I need to adjust/change something to get correct result.

          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

          Click image for larger version

Name:	HighresScreenshot00012.jpg
Views:	1
Size:	87.8 KB
ID:	1098655

          Click image for larger version

Name:	HighresScreenshot00013.jpg
Views:	1
Size:	100.0 KB
ID:	1098656

          Click image for larger version

Name:	HighresScreenshot00014.jpg
Views:	1
Size:	75.2 KB
ID:	1098657

          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?

          Click image for larger version

Name:	HighresScreenshot00015.jpg
Views:	1
Size:	65.3 KB
ID:	1098658

          And by the way, how to get better AA quality from Highres Screenshot? A screengrab from viewport looks like that (nevermind DOF):

          Click image for larger version

Name:	DOF.jpg
Views:	1
Size:	108.6 KB
ID:	1098659
          Last edited by Wojciech; 01-16-2016, 06:37 AM.
          Artstation

          Comment


            It 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.

            Comment


              I 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!

              Comment


                You can always export 2-4 times higher resolution and downsize it in Photoshop. It helps to get rid of most jagged edges.
                UE4 blog: www.michalorzelek.com/blog/ - Tutorials, free content and more!

                Comment


                  Yea, 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
                  http://www.ue4arch.com

                  https://www.youtube.com/channel/UCjp...pois6WVG6hqXNQ
                  Latest projects

                  Comment


                    I've never used software filled with so many bugs and malfunctions in all my life.....

                    Comment


                      Originally posted by Mentholblue View Post
                      I've never used software filled with so many bugs and malfunctions in all my life.....
                      Try making a AA Pc game with Unity; you'll love it.
                      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                      Comment


                        Originally posted by Mentholblue View Post
                        I've never used software filled with so many bugs and malfunctions in all my life.....
                        If you think lightmass is buggy, I'm sure you'll love Enlighten in Unity 5.

                        Comment


                          Originally posted by ZacD View Post
                          If you think lightmass is buggy, I'm sure you'll love Enlighten in Unity 5.
                          I actually think whoever works on the lighting side of things does a pretty good job, I'm just irritated that i made a almost finished level, after opening it in the 4.11 preview 2 it doesn't want to package the project anymore. The reason why is extremely unclear too.

                          Comment


                            Well, 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.

                            Comment


                              A 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...

                              Comment


                                UE4.11 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
                                Swarm Agent and Lightmass Troubleshooting

                                Comment

                                Working...
                                X