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  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by MSL View Post
    Hi 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
    Screenshots attached.

    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

    Click image for larger version

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    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.

    Leave a comment:


  • replied
    Originally posted by Robbie222 View Post
    Can anyone share the lightmass.ini with defaults? Somehow I lost my backup and can't remember all the defaults.
    There you go
    Attached Files

    Leave a comment:


  • replied
    Can anyone share the lightmass.ini with defaults? Somehow I lost my backup and can't remember all the defaults.

    Leave a comment:


  • replied
    Well 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!

    Leave a comment:


  • replied
    It 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.

    Leave a comment:


  • replied
    And 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?

    Leave a comment:


  • replied
    Originally posted by amir.pourshafi View Post
    sorry 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?
    If you are asking to use it, it isn't in ue4 yet, I think that only DanielW (Unreal Engine Developer) has the portals and is teasing us.

    Leave a comment:


  • replied
    sorry 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?

    Leave a comment:


  • replied
    Originally posted by amir.pourshafi View Post
    can any one tell me what are the portals?if they are box reflection capture then i cant understand their effect on lightmass
    According to DanielW : "The portals don't change the brightness, they just tell Lightmass where to look closely for lighting. In this case with all the skylight coming in small holes they make a big difference. In a more open scene they wouldn't be any good because the openings to the sky are large."

    Leave a comment:


  • replied
    can any one tell me what are the portals?if they are box reflection capture then i cant understand their effect on lightmass

    Leave a comment:


  • replied
    DanielW portal is the same BoxReflectionCapture?
    Just temp icons. The portal is a box, you place it over windows and light entrances.

    Also, does uncompressed lightmaps makes a noticeable difference?
    It's very noticeable to me esp if you look at a shadow penumbra that should otherwise be smooth.

    Leave a comment:


  • replied
    @DanielW look very promising. Thank you very much!

    Leave a comment:


  • replied
    Hi 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
    Last edited by MSL; 10-31-2015, 07:33 AM.

    Leave a comment:


  • replied
    Do 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.

    Leave a comment:

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