Thank you.
Those are not lighting artifacts. It's antialiasing issue caused by the fact that screenshot doesn't benefit of TXAA, as Heartlessphil discovered.
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MSL repliedOriginally posted by MSL View PostHi All,
I got much better results with following changes:
Static Lighting Level Scale: 1
Num Indirect Lighting Bounces: 50
Indirect Lighting Quality: 2
Indirect Lighting Smoothness: 1
BaseLightMass.ini
[DevOptions.ImportanceTracing]
NumHemisphereSamples=32
[DevOptions.PhotonMapping]
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=800
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.8
DirectPhotonDensity=700
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=700
[DevOptions.StaticLightingProductionQuality]
NumDirectPhotonsScale=10
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.2
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=32
NumIndirectIrradiancePhotonsScale=4
My scene has Directional Light apart from Skylight:
I have cranked up Indirect Lighting Intensity to 5 for both.
Most of the artifacts including Light leaks are removed with these settings and Light building times are also at acceptable levels (My scene has lot of complex objects still it took around 50 mins to 1 hours).
Since, I did these experiments with commercial project that I am currently working on, I am not posting screenshots. I will try to post screenshots of Test Level everyone is using here.
P.S: These are not final values, I am still trying to figure out
This is the scene has only sky Light and following settings:
Static Lighting Level Scale : 1
Num Indirect Lighting Bounces : 100
Indirect Lighting Quality : 10
Indirect Lighting Smoothness : 1
BaseLightMass.ini
[DevOptions.ImportanceTracing]
NumHemisphereSamples=32
[DevOptions.PhotonMapping]
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=800
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.8
DirectPhotonDensity=1000
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=1000
; Need a very high indirect photon density since first bounce photons are used to guide the final gather
IndirectPhotonDensity=2000
IndirectIrradiancePhotonDensity=1500
[DevOptions.StaticLightingProductionQuality]
NumDirectPhotonsScale=10
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.2
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=32
NumIndirectIrradiancePhotonsScale=4
Strangely, the artifacts at the edges are present only in the screenshots but not in the Editor or in Game play mode.Last edited by MSL; 11-01-2015, 04:37 AM.
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Robbie222 repliedCan anyone share the lightmass.ini with defaults? Somehow I lost my backup and can't remember all the defaults.
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Aljosja84 repliedWell atleast we know that behind Epic's doors they're working on a solution for us, how exciting! Together with that fact that @DanielW and Koola and Rafael are contributing to this epic discussion we should be hopeful!
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Wilkes repliedIt doesn't seem like the portals will be ready for general release for some time, as exciting as it would be to be able to use them.
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tupikp repliedAnd the next question would be when this portal will be released?Will this portal be released as part of UE 4.10 or as hot fix for UE 4.9?
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ikifenix repliedOriginally posted by amir.pourshafi View Postsorry i am a little bit confused,i know what a portal do,but what is the name of the portal in ue4?is that box reflection capture?
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amir.pourshafi repliedsorry i am a little bit confused,i know what a portal do,but what is the name of the portal in ue4?is that box reflection capture?
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tupikp repliedOriginally posted by amir.pourshafi View Postcan any one tell me what are the portals?if they are box reflection capture then i cant understand their effect on lightmass
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amir.pourshafi repliedcan any one tell me what are the portals?if they are box reflection capture then i cant understand their effect on lightmass
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DanielW repliedDanielW portal is the same BoxReflectionCapture?
Also, does uncompressed lightmaps makes a noticeable difference?
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MSL repliedHi All,
I got much better results with following changes:
Static Lighting Level Scale: 1
Num Indirect Lighting Bounces: 50
Indirect Lighting Quality: 2
Indirect Lighting Smoothness: 1
BaseLightMass.ini
[DevOptions.ImportanceTracing]
NumHemisphereSamples=32
[DevOptions.PhotonMapping]
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=800
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.8
DirectPhotonDensity=700
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=700
[DevOptions.StaticLightingProductionQuality]
NumDirectPhotonsScale=10
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.2
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=32
NumIndirectIrradiancePhotonsScale=4
My scene has Directional Light apart from Skylight:
I have cranked up Indirect Lighting Intensity to 5 for both.
Most of the artifacts including Light leaks are removed with these settings and Light building times are also at acceptable levels (My scene has lot of complex objects still it took around 50 mins to 1 hours).
Since, I did these experiments with commercial project that I am currently working on, I am not posting screenshots. I will try to post screenshots of Test Level everyone is using here.
P.S: These are not final values, I am still trying to figure outLast edited by MSL; 10-31-2015, 07:33 AM.
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heartlessphil repliedDo you guys not want to use directional light at all? is there a reason for that?
Also, does uncompressed lightmaps makes a noticeable difference? I have not seen much difference but wondering if with cranked up settings it's better not to compress them...Last edited by heartlessphil; 10-31-2015, 05:16 AM.
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