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I have a big problem. When I follow all tutorials on how to achieve photorealistic architecture in unreal I don’t get it. It can’t get the soft lightning and shadows. If I have sun light pointing trough the window I got light casting on wall but not reflecting the whole room as it does in real time. Can you help to achieve photo realism.
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Originally posted by Daciansolgen View PostI have a big problem. When I follow all tutorials on how to achieve photorealistic architecture in unreal I don’t get it. It can’t get the soft lightning and shadows. If I have sun light pointing trough the window I got light casting on wall but not reflecting the whole room as it does in real time. Can you help to achieve photo realism.
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**SOLVED: I found out my mesh receiving the shadow was scaled and thus causing the bad shadows. Hope this is helpful to anyone else who makes that mistake.
Hi All,
I posted this in answer hub but thought I would try my luck here as well.
I've been diving deeper into baked lighting and I'm seeing very low quality shadows produced by static lights. I've searched the forums far and wide, I've tried all the usual tweaks to remedy them but I'm running out of ideas. My settings seem like they should produce higher quality shadows so I'm wondering if I'm missing something obvious or if it's a bug.
I made a simple test level using starter and built-in engine content. I'm using 4.18.3, forward renderer on a Mac. Building at higher quality seems to have no effect on the shadow quality. Lightmap compression is off. All the meshes seem to have enough lightmap resolution. Raising it only increases the quality marginally. Raising it too high (to 2048 for the floor) seems to break the light map (it just turns into a smudgy mess).
Hopefully someone may have some ideas for anyone having the same issue as me.
Here are my lightmass settings...
Stationary light lightmap resolution and baked result...
Spotlight lightmap resolution and baked result...
Last edited by thejturner; 02-19-2018, 05:45 PM.
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Originally posted by Crawlewis View Post
Hello guys, anybody have this file yet?
GoogleDrive
https://docs.google.com/uc?id=0B3wYK...xport=download
Dropbox
https://www.dropbox.com/s/0ljra2l3h0...dNaji.zip?dl=0
Microsoft OneDrive
https://1drv.ms/u/s!Ar7INFDcXdscgnWMCXW4AKFmf0Sa
Mediafire
http://www.mediafire.com/download/9x...arshidNaji.zip
4shared
http://www.4shared.com/zip/8ARByBcice/FarshidNaji.html
Uptobox
http://uptobox.com/s6m3icy2uknu
- 1 like
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Originally posted by Farshid View Post
GoogleDrive
https://docs.google.com/uc?id=0B3wYK...xport=download
Dropbox
https://www.dropbox.com/s/0ljra2l3h0...dNaji.zip?dl=0
Microsoft OneDrive
https://1drv.ms/u/s!Ar7INFDcXdscgnWMCXW4AKFmf0Sa
Mediafire
http://www.mediafire.com/download/9x...arshidNaji.zip
4shared
http://www.4shared.com/zip/8ARByBcice/FarshidNaji.html
Uptobox
http://uptobox.com/s6m3icy2uknu
- 1 like
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Hello everyone, I have a question please .... I read a lot of tutorials on for interior architectural visualization you have to set the static lighting level scal to 0.1 and the indirect lighting quality to 10, but is there no access to these two parameters using the GPULIGHTMASS ... do I have to switch to light mass CPu to be able to change these are two parameters? ... and in the new version of gpulightmass on 4.26 is there access to these two parameters?
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Originally posted by Koutlita View PostHello everyone, I have a question please .... I read a lot of tutorials on for interior architectural visualization you have to set the static lighting level scal to 0.1 and the indirect lighting quality to 10, but is there no access to these two parameters using the GPULIGHTMASS ... do I have to switch to light mass CPu to be able to change these are two parameters? ... and in the new version of gpulightmass on 4.26 is there access to these two parameters?
I'm getting pretty good results with standard lightmass and settings increased to 0.6 and 2 and increasing the bounces to 5 or 6. Building a map with default values in standard lightmass production mode should give you 90% or more of the quality you would get by increasing the values. Those mentioned values are actually quite extreme and will make your lighting build time extremely long. We are talking more than 10 times longer.
I recommend you start with less extreme values, like 0.75 and 1.5 instead of 0.1 and 10. If you run into problems then slightly increase the values further. Should that not improve the quality then check your lightmaps. Most of the time bad quality is caused by bad light maps and not by those values. - Although increasing them makes sense for archviz. Just maybe not 900%,Last edited by S-Dot; 01-17-2021, 11:29 PM.
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