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    Originally posted by JVStudebaker View Post
    [ATTACH=CONFIG]82238[/ATTACH]
    Is it me or have I not seen too many people enable GI in PostProcessingVolume (or anywhere else) before ?

    Comment


      Does anybody have input on Skylight settings for an indoor scene with a visible exterior? I find it's not lighting the interior of my scene very well but starts to looks good when I bump up the intensity between 10-20. The problem with that is it makes the exterior road look super washed-out. Using a HDRI and skylight, with pretty typical lightmass settings (no *.ini edits). Are there other settings you can use to increase the GI brightness?



      Secondly, I'm getting this odd shadow on the exterior of my building. Has anyone experienced this? I'm assuming its an easy fix but can't seem to find anyone else having the same issue.



      Thanks everyone, as always.
      Attached Files
      James Gallagher

      Architectural Technologist, P3Architecture Partnership

      Comment


        Your "environment" is projecting shadows? did you check the Raghu´s hdri tutorial?
        Last edited by PRUN; 03-15-2016, 09:32 PM.

        Comment


          Originally posted by PRUN View Post
          Your "environment" is projecting shadows? did you check the Raghu´s hdri tutorial?
          Yeah that's what I followed, I will double check the tutorial though. Thanks Prun
          James Gallagher

          Architectural Technologist, P3Architecture Partnership

          Comment


            Originally posted by James_Gallagher View Post

            Thanks everyone, as always.
            You can always change the value (make them darker) of your exterior materials if it's only interior shots. I thought people were using two post processing volumes in such instances? And you can play with the exposure control in the post processing volume.

            Comment


              Originally posted by RI3DVIZ View Post
              You can always change the value (make them darker) of your exterior materials if it's only interior shots. I thought people were using two post processing volumes in such instances? And you can play with the exposure control in the post processing volume.
              I forgot all about people using two post processing volumes. I should just start DM'ing you my questions directly RI3DVIZ!

              The box on the ground was caused by my box reflection capture. I just increased the size to encompass the whole scene. Not sure if that's proper but it seemed to do the trick.
              James Gallagher

              Architectural Technologist, P3Architecture Partnership

              Comment


                Hello James,

                don't push the intensity of you light so hard, try to lower them and than play with auto exposure.

                I use the following settings for my scene. Maybe this helps you out:

                Editor
                Static Lighting Level Scale = 0.2
                Num Indirect Lighting = 20
                Indirect Lighting Quality = 1 (because I use UE 4.11 Preview 6)

                BaseLightMass.ini
                NumHemisphereSamples=256
                RecordRadiusScale=0.65

                Build in "Medium" quality

                Skylight settings
                Lower Hemisphere = true
                Intensity = 2
                Light Color = 200/211/255

                Directional light settings
                Intesity = 2
                Temparature = 4500

                Post Processiong Volume settings
                Fringe Intensity = 0.1
                Vignette Intensity = 0.1
                Grain Jitter = 0.1
                Grain Intensity = 0.1
                Bloom Intensity = 0.3
                Lens Flare Intensity = 0.1
                Ambient Occulsion Intensity = 0.4
                Ambient Occulsion Radius = 14
                Ambient Occlusion Power = 1
                Ambient Occusion Quality = 100
                Screen Space Reflections Quality = 100
                Screen Space Reflections Max Roughness = 1
                Screenspace Reflection Quality = 100

                I've learnt to get a right light balance first before tweaking the brightness of the scene with auto exposure.

                Cheers
                Marcel
                SQUAREBYTES Interactive Media
                www.squarebytes.at

                Comment


                  Thanks a lot Marcel! I will try this out!
                  James Gallagher

                  Architectural Technologist, P3Architecture Partnership

                  Comment


                    BaseLightmass

                    I found a BaseLightmass from Evermotion archinteriors for UE.

                    They changed the next settings:


                    BaseLightmass.ini (Evermotion Archinteriors for UE)

                    [DevOptions.StaticLighting]
                    NumUnusedLightmassThreads=2

                    [DevOptions.PrecomputedDynamicObjectLighting]
                    MaxVolumeSamples=50000

                    [DevOptions.ImportanceTracing]
                    AdaptiveBrightnessThreshold=.05
                    NumHemisphereSamples=128

                    [DevOptions.PhotonMapping]
                    DirectPhotonDensity=4096
                    DirectIrradiancePhotonDensity=4096
                    IndirectPhotonDensity=8192
                    IndirectIrradiancePhotonDensity=16384

                    [DevOptions.IrradianceCache]
                    RecordRadiusScale=.4

                    [DevOptions.StaticLightingMediumQuality]
                    NumShadowRaysScale=8
                    NumPenumbraShadowRaysScale=16
                    NumDirectPhotonsScale=8
                    NumIndirectPhotonPathsScale=10
                    NumIndirectPhotonsScale=20

                    [DevOptions.StaticLightingProductionQuality]
                    NumShadowRaysScale=24
                    NumDirectPhotonsScale=8
                    NumIndirectPhotonPathsScale=8
                    NumIndirectPhotonsScale=16
                    NumIndirectIrradiancePhotonsScale=24


                    I have not tested yet.

                    Comment


                      hi guys,

                      all this ini that i've seen on this post... some ini setup is good by mobile?... because i have a project with some dirty on walls, floor and top.
                      Last edited by Rt-Archviz; 03-27-2016, 04:41 PM.

                      Comment


                        hi everybody...

                        i made test on my pc

                        i7-950 with 12gb ram ddr3 and gtx 650.. a little old pc but is a warrior.

                        Version Unreal Engine 4.10.4

                        there is a little difference on 2 test on the first picture.. the rest is ok.. but i can wait a little more time to get nice quality.

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                        is perfect.. but a scene without interiors take a big time to build...

                        to be continued...
                        Attached Files
                        Last edited by Rt-Archviz; 03-28-2016, 12:45 PM.

                        Comment


                          i make a new test with with NumHemisphereSamplesScale=128, walls on 128, roof/floor to 512.. get nice quality/time... 21minutes.... from 1 hour with 5 minutes to 21 minutes. is a big win... going to test with next scenes..

                          thanks about values of koola and rafael.
                          Last edited by Rt-Archviz; 03-28-2016, 01:48 PM.

                          Comment


                            the second scene... i put floor and roof on 512 of resolution mesh to lightmap by walls i put 128.

                            setup lightmass:

                            0.4
                            100
                            4
                            1

                            lightmass ini the same like before test:

                            NumHemisphereSamplesScale = 128 on quality medium

                            time: 12:34 minutes.

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                            Comment


                              Have you tried 4.11 yet? These tests/resultsd might not be quite as useful after it releases. Great work though, I've been trying to avoid editing the Baselightmass but this is making me want to start doing it again!
                              James Gallagher

                              Architectural Technologist, P3Architecture Partnership

                              Comment


                                I really don't get it how you guys do all of this, whenever I change something inside the .ini file. I see no changes..... I also have a way to large lightmap because of the weird black blotches, and I already tried the Hemisphere thing in the .ini file...

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