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Lets make Lightmass EPIC (and understandable)

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

    Leave a comment:


  • 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

    Leave a comment:


  • 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

    Leave a comment:


  • 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/

    Leave a comment:


  • replied
    Originally posted by Kmcressey View Post
    EDIT - Its also brightening the materials of the touch controllers in the vr editor

    So ive spent the last couple days sifting through all this and all i can say is holy shnacks, you've helped massively and i appreciate all the tests you have all done.

    But after following this thread ive come across a new issue- i built my scene in production overnight (took a good 1h45m - looking back at the logs) i didnt have any light portals in and i just have a simple set up of a sky light + HDRI + Directional Light and that is it, my Light Uv's are perfectly fine and there all at appropriate sizes. the issue i got was this
    [ATTACH=CONFIG]143410[/ATTACH]




    there is no emmisive materials on anything and my light settings are, Skylight Intensity - 1.5 Directional - 15 - min exposure .5 max exposure 1.5

    i have the same toolbox on the other side of the room higher than the one shown and that one has correct shading and correctly lit.

    I have no idea what the issue is here

    i also have my lightmas important box around the scene.

    any help would be more than appreciated
    http://prntscr.com/ff6gnk

    Leave a comment:


  • replied
    EDIT - Its also brightening the materials of the touch controllers in the vr editor

    So ive spent the last couple days sifting through all this and all i can say is holy shnacks, you've helped massively and i appreciate all the tests you have all done.

    But after following this thread ive come across a new issue- i built my scene in production overnight (took a good 1h45m - looking back at the logs) i didnt have any light portals in and i just have a simple set up of a sky light + HDRI + Directional Light and that is it, my Light Uv's are perfectly fine and there all at appropriate sizes. the issue i got was this
    Click image for larger version

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    there is no emmisive materials on anything and my light settings are, Skylight Intensity - 1.5 Directional - 15 - min exposure .5 max exposure 1.5

    i have the same toolbox on the other side of the room higher than the one shown and that one has correct shading and correctly lit.

    I have no idea what the issue is here

    i also have my lightmas important box around the scene.

    any help would be more than appreciated
    Attached Files
    Last edited by Kmcressey; 06-01-2017, 07:21 AM.

    Leave a comment:


  • replied
    I'm getting a strange effect where a few surfaces are showing as though they are emissive, such as the door pictured. Has anyone had similar problems? The lightmap UV's/resolution is fine. Also:
    1) If I turn off environment light (World Settings->Environment Intensity) these same areas show as black even with direct light on them. WTF.
    2) If I increase the size of the door to have about 100 units of thickness, it works, but this isn't an option for the other objects its happening to.

    The base UV's were wrong (not the lightmap UV's). I don't know why this matters but it did.

    Click image for larger version

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    Click image for larger version

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    Last edited by duke22; 04-28-2017, 01:31 AM.

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  • replied
    Render time was slightly more on the custom exe due to my mistake of not lowering the bounces. Will be doing some more tests with proper settings soon.

    Leave a comment:


  • replied
    Originally posted by Raghu View Post
    I was bit late to the party going on here -

    https://forums.unrealengine.com/showthread.php?140006-Lightmass-multi-bounced-sky-lighting&highlight=lightmass

    Download the [MENTION=27540]Luoshuang[/MENTION]'s custom UnrealLightmass.exe from the first post of above mentioned thread and replace it in - "*\Epic Games\UE_4.15\Engine\Binaries\Win64" with the Original One (Always keep the backup of original UnrealLightmass.exe)

    Desperately waiting for @DanielW (I'm planning to reuse the rays from the first bounce for subsequent bounces, so that multiple bounces effectively don't cost extra, which is an artist expectation with Lightmass at this point) to implement this 'awesomeness' ASAP in Engine by default.

    Here are my tests -








    Differences due to extra bounces are clearly evident from side by side comparison.

    Unreal Engine Project (4.15) for the above test scene - Dropbox Link.

    Will be doing some more tests soon with complex projects.
    How about the render time? Have you noticed any difference?

    Leave a comment:


  • replied
    Future is bright with the help of multi-bounce.

    I was bit late to the party going on here -

    https://forums.unrealengine.com/showthread.php?140006-Lightmass-multi-bounced-sky-lighting&highlight=lightmass

    Download the [MENTION=27540]Luoshuang[/MENTION]'s custom UnrealLightmass.exe from the first post of above mentioned thread and replace it in - "*\Epic Games\UE_4.15\Engine\Binaries\Win64" with the Original One (Always keep the backup of original UnrealLightmass.exe)

    Desperately waiting for @DanielW (I'm planning to reuse the rays from the first bounce for subsequent bounces, so that multiple bounces effectively don't cost extra, which is an artist expectation with Lightmass at this point) to implement this 'awesomeness' ASAP in Engine by default.

    Here are my tests -








    Differences due to extra bounces are clearly evident from side by side comparison.

    Unreal Engine Project (4.15) for the above test scene - Dropbox Link.

    Will be doing some more tests soon with complex projects.

    Leave a comment:


  • replied
    Originally posted by Nori Shinoyama View Post
    Oh, Sorry. I modified it.
    Awesome, thanks!

    Leave a comment:


  • replied
    Originally posted by Norman3D View Post
    Unfortunately most of your links are broken!
    Oh, Sorry. I modified it.

    Leave a comment:

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