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    #46
    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.

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      #47
      Originally posted by StephaBon View Post
      Cool, that helps thanks.

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        #48
        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

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          #49
          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

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            #50
            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!

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              #51
              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

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              Screenshot of my scene after:
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              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

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              Last edited by ikifenix; 10-26-2015, 09:44 PM.

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                #52
                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?

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                  #53
                  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?
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                    #54
                    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?

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                      #55
                      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 ).
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                        #56
                        Sounds good I will give it a try!

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                          #57
                          Good findings Rafael!

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                            #58
                            So, better not use fake lighting with bounce cards? Only sun and sky? I am afraid that its not enough to light a whole house only through the windows ...

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                              #59
                              Originally posted by feingeist88 View Post
                              So, better not use fake lighting with bounce cards? Only sun and sky? I am afraid that its not enough to light a whole house only through the windows ...
                              I personally think you put lights only where they exist in a real building. So, if lighting from windows isn't enough add light fixtures where needed - either down lights or lamps/sconces etc.

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                                #60
                                I agree with you man. Let's just open the **** lights haha!

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