Announcement

Collapse
No announcement yet.

Lets make Lightmass EPIC (and understandable)

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

  • replied
    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 ...

    Leave a comment:


  • replied
    Good findings Rafael!

    Leave a comment:


  • replied
    Sounds good I will give it a try!

    Leave a comment:


  • replied
    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 ).

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by StephaBon View Post
    Cool, that helps thanks.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:

Working...
X