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Lets make Lightmass EPIC (and understandable)

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  • replied
    Does anyone know why my lightmass builds are failing? It seems to happen quite a bit when scenes get to a certain complexity. When I load sub-levels in individually, they build just fine, but when I combine them, they fail, with no information in the output as to why this might be happening. Should I be looking elsewhere to debug this?

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  • replied
    Originally posted by migero View Post
    is this topic still alive ?

    i got rid of all light leaks but still my lightmaps seem blocky is this due to compression ?

    NumHemisphereSamples = 128
    lightmap res ~ 1300
    medium quality
    Yes that's due to compression

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  • replied
    is this topic still alive ?

    i got rid of all light leaks but still my lightmaps seem blocky is this due to compression ?

    NumHemisphereSamples = 128
    lightmap res ~ 1300
    medium quality

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  • replied
    Man... so much info in here. Unfortunatly some of this is outdated i think. Specially with less ppl using a custom baselightmass. What the final consensus with getting aclean render?

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  • replied
    Hey could anyone help me out here? I'm kinda stuck with my Ziba Tower remake for Pavlov VR ( a Virtual Reality game).
    It's a pretty big map but its on the Forward Rendering and I don't want the build time to be too long and the filesize to be too big (its at around 600-700mb atm), a decent no splotshes setting would be good enough.

    Currently using 0.7 100 1 1, no edit in the ini


    Attached Files

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  • replied
    Which parameters influenced significantly by multi bounce skylight method? I increased NumHemisphereSamples to 128 in a scene and the building time soared from 1 hour to never ending (got 6 Sky lighting bounce for 6 hours so I had to turn it off).

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  • replied
    Originally posted by Raghu View Post



    *Custom baking engine to bypass lightmass.
    Yea ''potential'' ''future'' ... Hopefully they are making it a priority though! hehe.

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  • replied
    Originally posted by ZacD View Post
    The UV-less line is more interesting than bypassing lightmass (IMO).
    what ZacD?

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  • replied
    The UV-less line is more interesting than bypassing lightmass (IMO).

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  • replied
    Originally posted by heartlessphil View Post
    Yea but if they don't implement lightmaps baking, it's useless... it's just an offline renderer inside a game editor. Might save the trouble of using 2 different software to make stills and movies but it won't allow us to make more realistic playable scenes.



    *Custom baking engine to bypass lightmass.
    Attached Files

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  • replied
    Hi guys ! Please help in my test. Why can you see the standart material in reflection, not chromium ? How to invisible DirectionalLight in reflection ? Click image for larger version

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  • replied
    Originally posted by heartlessphil View Post
    Yea but if they don't implement lightmaps baking, it's useless... it's just an offline renderer inside a game editor. Might save the trouble of using 2 different software to make stills and movies but it won't allow us to make more realistic playable scenes.

    Life without lightmass is really poor

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  • replied
    Yea but if they don't implement lightmaps baking, it's useless... it's just an offline renderer inside a game editor. Might save the trouble of using 2 different software to make stills and movies but it won't allow us to make more realistic playable scenes.

    Leave a comment:


  • replied
    woow great news , looking forward it .

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  • replied
    The news I have been waiting from Day one when I switched to the Unreal Engine - https://80.lv/articles/vray-for-unreal-engine-4/

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