Great article.
Thank you so much!
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Lets make Lightmass EPIC (and understandable)
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heartlessphil repliedOriginally posted by RI3DVIZ View PostWas that English? Hahahahaha Note to self, better find out what a texel is. In all seriousness I just want to make pretty pictures not be an engineer, my head esplodes from this conversation.
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Ptyx repliedIt looks like one of my post doesnt appear. If it does later on, sorry for the duplicate.
@DanielW : if my tests are correct, the parameters from Klepadło (post #169) produce a similar quality than the parameters from Koola (post #172), but faster and without any modification of the baselightmass.ini.
The only way that I understand this, at least regarding the problem with shadows, would be that rising the IndirectLightingQuality replaces all the modifications suggested in the baselightmass.ini under [DevOptions.StaticLighting*Quality], ie not only NumHemisphereSamples(Scale) but also DirectPhotonsScale, NumIndirectPhotonsScale and NumIndirectIrradiancePhotonsScale.
Is that correct ?
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Ptyx repliedOriginally posted by RI3DVIZ View Postbetter find out what a texel is
A texel is a TEXture ELement. The tiniest element of a texture applied to a surface. See a brief description here
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RI3DVIZ repliedOriginally posted by DanielW View PostI'm talking about when your texels are already on the centimeter scale, in which case 2x higher or lower is not going to make a huge difference in quality, but it will make a huge difference in build time.
You can use Lightmap Density viewmode to visualize texel size.
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DanielW repliedThis confuses me because when I increased lightmap rez a lot of problems disappeared.
You can use Lightmap Density viewmode to visualize texel size.
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StephaBon repliedOriginally posted by RI3DVIZ View PostThis confuses me because when I increased lightmap rez a lot of problems disappeared.
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Ptyx repliedOriginally posted by RI3DVIZ View PostThis confuses me because when I increased lightmap rez a lot of problems disappeared.
@DanielW : my previous post went through the moderation and appeared before yours with a delay. When you mention increasing IndirectLightingQuality, does it only affect NumHemisphereSamples or also the parameters related to PhotonScale (NumDirectPhotonsScale / NumIndirectPhotonsScale / NumIndirectIrradiancePhotonsScale : parameters modified by Koola in his latest lightmass settings.) ?
Maybe I made a mistake somewhere but I'm curious to know if the observation I made in my previous post is correct : Koola parameters (involving Lighmass modification) vs. Klepadło parameters (no Lightmass modification & being faster).
It would be nice to have your insight on this if possible
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RI3DVIZ repliedOriginally posted by DanielW View Post
Lightmap resolution has the most predictable impact on the final image quality. It's a good practice to always start working on quality issues with a lower lightmap resolution, and only set the the high resolution (1024) once you are confident in your settings.
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DanielW repliedRafareis, great guide.
We can always work with the following relationship: the lower your “Static Lighting Level Scale” is, you will have to increase the value of “NumHemisphereSamples” to get away any bugs, thus causing a considerable increase in render time.
I recommend using 1024 (or greater) for lightmaps in walls / floors / ceilings that will receive a lot of shadow details from other objects in the scene.
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DanielW repliedI have created few visual notes of my general understanding about the working of values in BaseLightmass.ini, need your feedback about the same.
Your calculation of total samples using NumHemisphereSamples * NumHemisphereSamplesScale * IndirectLightingQuality is correct. IndirectLightingQuality does affect a few other things though that also increase the build time.
@Daneil - Kindly let us know if this is the perfect solution to remove light leaks (combination of "NumIrradianceCalculationPhotons" + "IndirectPhotonSearchDistance")?
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Ptyx repliedHi
Its a very intersting thread. Thanks a lot to all contributors, especially the thread starter Raghu, and of course DanielW for all the insightful information. Its very nice to have first hand contribution from a developer.
From the tests I made, the parameters from Klepadło (thanx!), post #169, seems to give a very similar result on Raghu's test scene to what Koola (thanx too!) gets with his parameters, post #172, but about 3 times faster and with no modification of the baselightmass.ini
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rafareis123 repliedHi guys! Finally I got some time to finish this.
https://ue4arch.com/ue4archs-unreal-...rkflow-part-1/
Thanks
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