Announcement

Collapse
No announcement yet.

Lets make Lightmass EPIC (and understandable)

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Originally posted by RI3DVIZ View Post
    Daniel:

    Is it possible to give us something like this? In Modo for example if there is noise I know to increase the samples in the lights. So, for us non technical people can we get an over view like.
    Blotchy try x, x and x
    Light leaks, increase lightmap rez and x
    Etc.

    All this tech talk makes my head spin. Hahahaha
    There you go!
    https://wiki.unrealengine.com/Lighti...eshootingGuide
    Theia Interactive makes immersive VR experiences in collaboration with the world’s leading companies and creatives, leveraging this bleeding edge technology to pioneer the next generation of entertainment, storytelling, and customer engagement.

    Comment


      #47
      Originally posted by StephaBon View Post
      Oh! I'm going to check those at home, getting lots of weird issues in my level.

      Thanks for sharing you guys.

      Comment


        #48
        Originally posted by koola View Post

        I use this values in editor parameters :

        Static Lighting Level Scale : 0.1
        Num Indirect Lighting Bounces : 100
        Indirect Lighting Quality : 10
        Indirect Lighting Smoothness : 1

        And in the BaseLightmass.ini :

        NumHemisphereSamplesScale=100

        In my tests, this is the only parameter you need to tweak in baselightmass.ini to remove the skylight "splotches".
        You are my hero, I wasted 2 days searching for a solution.

        Comment


          #49
          Originally posted by StephaBon View Post
          Cool, that helps thanks.

          Comment


            #50
            alright! I've been waiting this for type of thread- now that we got the heavy hitters in the line up makes it even better. I will post my results as well.
            environment artist | VR Dev serriffe.com

            Comment


              #51
              Originally posted by ikifenix View Post
              You are my hero, I wasted 2 days searching for a solution.
              Again, I don't know what I'm doing
              There is certainly a better and faster solution.
              ____________________________________________________________
              https://twitter.com/Koola_UE4

              Comment


                #52
                Originally posted by ikifenix View Post
                You are my hero, I wasted 2 days searching for a solution.
                I hope you have 56 000 cpu cores available or brace yourself!

                Comment


                  #53
                  Originally posted by koola View Post
                  Again, I don't know what I'm doing
                  There is certainly a better and faster solution.
                  Originally posted by heartlessphil View Post
                  I hope you have 56 000 cpu cores available or brace yourself!
                  Lol, for my scene I don't need super quality, just don't be full of splotches everywhere.

                  Screenshot of my scene before ini change:
                  Click image for larger version

Name:	before.png
Views:	1
Size:	889.5 KB
ID:	1091936

                  Screenshot of my scene after:
                  Click image for larger version

Name:	after.png
Views:	1
Size:	917.2 KB
ID:	1091937

                  Build lights 4 hours in a AMD fx6300.

                  Static Lighting Level Scale : 0.7
                  Num Indirect Lighting Bounces : 100
                  Indirect Lighting Quality : 10
                  Indirect Lighting Smoothness : 0.7
                  And in the BaseLightmass.ini :
                  NumHemisphereSamplesScale=100

                  I haven't more screenshot of before vs after, but had splotches like that everywhere, and now is a lot more clean, for me, this balance time vs quality is ok, I know isn't perfect, but good enough:

                  Click image for larger version

Name:	55cb0b57215b360a61856abaa19f847a.jpg
Views:	1
Size:	340.5 KB
ID:	1091939 Click image for larger version

Name:	5810e3a1b930aafcfed4f3367adc339e.png
Views:	1
Size:	850.3 KB
ID:	1091940Click image for larger version

Name:	969bfbb31e62a1d227661e55cc0af1e6.png
Views:	1
Size:	848.3 KB
ID:	1091941
                  Last edited by ikifenix; 10-26-2015, 09:44 PM.

                  Comment


                    #54
                    I have a question. If the original value was 8 in the .ini for NumHemisphereSamplesScale why the jump to 100? Did you guys try 16, 32, 64 etc. first?

                    Comment


                      #55
                      I notice that, for really nice "contact shadows" see Raghu post for reference, check the second picture the indirect lighting smoothness needs to be around 0.4-0.7, it really depends on the scene ( I'm using bounce cards ), since that value can mess up the entire scene.

                      Do you use any alternative tricks to achieve those soft shadows?
                      ENTER REALITY

                      VR Solutions

                      Contact us for more informations

                      Comment


                        #56
                        Hi all here are my experiments.

                        The level with spot lights

                        Rendering time 2:45 Hr

                        On I7 2600 with 8 GB ram.

                        lightmass resolution of all the wall were 256 and roof/floor resolution were 1024 in both the scenes.

                        World Settings

                        Static lighting scale = .4
                        Num indirect lighting bounces = 100
                        Indirect lighting quality = 4 (also built the scene on 10 with all other setting remaining same and it didn't fixed the light leaks.)
                        Indirect lighting smoothness = .25

                        Changes in baselightmass.in were!!

                        NumShadowRays=128
                        NumPenumbraShadowRays=128
                        NumHemisphereSamplesScale=128

                        Click image for larger version

Name:	ScreenShot00006.png
Views:	1
Size:	801.1 KB
ID:	1091982

                        Click image for larger version

Name:	ScreenShot00007.png
Views:	1
Size:	763.4 KB
ID:	1091983

                        Click image for larger version

Name:	ScreenShot00009.png
Views:	1
Size:	706.2 KB
ID:	1091984

                        Click image for larger version

Name:	ScreenShot00010.png
Views:	1
Size:	888.9 KB
ID:	1091985

                        --------------------------------------------
                        The level with shadow splotches

                        Rendering time 26 minutes

                        World Settings

                        Static lighting scale = .1
                        Num indirect lighting bounces = 100
                        Indirect lighting quality = 4 (also built the scene on 10 with all other setting remaining same and and there was not a big difference in removal of shadow splotches.)
                        Indirect lighting smoothness = .25

                        Changes in baselightmass.in were!!

                        NumShadowRays=128
                        NumPenumbraShadowRays=128
                        NumHemisphereSamplesScale=128

                        Click image for larger version

Name:	ScreenShot00012.png
Views:	1
Size:	822.5 KB
ID:	1091986

                        Click image for larger version

Name:	ScreenShot00013.png
Views:	1
Size:	797.1 KB
ID:	1091987

                        Click image for larger version

Name:	ScreenShot00014.png
Views:	1
Size:	804.1 KB
ID:	1091988

                        Click image for larger version

Name:	ScreenShot00015.png
Views:	1
Size:	830.1 KB
ID:	1091989

                        Click image for larger version

Name:	ScreenShot00016.png
Views:	1
Size:	923.1 KB
ID:	1091990

                        CONCLUSION which I have came so far.

                        To render a large scene with more details or on live project as the same quality of contact shadows in the sample scene


                        Static lighting scale = .4
                        Num indirect lighting bounces = 100
                        indirect lighting quality = 4
                        Indirect lighting smoothness = .85

                        Changes in baselightmass.in were!!

                        NumShadowRays=128
                        NumPenumbraShadowRays=128
                        NumHemisphereSamplesScale=128

                        Along with all wall lightmass texture resolution to 256 not more than that and all the objects inside the scene to 128 and floor/roofs to 1024.

                        Still not able to remove the light leaks from spot lights. Doing further experiments to find it.

                        @ DanielW - Waiting for your result and full explanation of baselightmass.ini and painfully waiting to overcome these light leaks.

                        Click image for larger version

Name:	call important funny-pictures-blog.jpg
Views:	1
Size:	25.0 KB
ID:	1091993
                        Last edited by 3darchstuffs; 10-27-2015, 07:39 AM.
                        CHECK OUT:- Visit https://3darchstuffs.com/ for Unreal arch-viz tutorials, Unreal Demo EXE and Unreal projects with source files.


                        https://www.youtube.com/playlist?lis...X3Sm2Z9NXEHFV9

                        Comment


                          #57
                          So, I am wondering. What is smarter. Light your scene with only a skylight and a directional light or use the bounce card + spotlight technique? Which gives better results?

                          Comment


                            #58
                            Originally posted by feingeist88 View Post
                            So, I am wondering. What is smarter. Light your scene with only a skylight and a directional light or use the bounce card + spotlight technique? Which gives better results?
                            From what I've seen if you're using only sunlight and skylight, in order to have proper indirect lighting inside an apartment for example, you should increase the Indirect light intensity on the light itself, but that for me seems to be the main problem with light leaks, so I usually stick with bounce cards.

                            The bounce card technique is used widely on Max/Maya/Vray/other renderer because it gives better results and you can control much better the indirect lighting on an area.
                            I also use a bit of boost on the lightmass settings to increase the overall brightness on the scene...but also using the post process Indirect lighting gives you good results ( in realtime, which is nice ).
                            ENTER REALITY

                            VR Solutions

                            Contact us for more informations

                            Comment


                              #59
                              Sounds good I will give it a try!

                              Comment


                                #60
                                Good findings Rafael!

                                Comment

                                Working...
                                X