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  • replied
    Originally posted by Bigodon View Post
    i was getting like 13 to 15h for bake the light on production
    tried the indirect on 10 and takes a whole day for 0.5 percent on swarm, lol (32gb of ram @2800mhz and i7 5820k @4ghz)
    Are the light map resolutions on all the assets reasonable?

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  • replied
    anything above 2 on Indirect Lighting Quality
    is giving me some crazy irreal baking time, ok... the scene is not that simple

    this is a big interior, full of props, with many rooms with windows and artificial lights, there are 7 light portals only on window
    i'm going to try a slight increased value to 4 or 5 and see if thing still getting ugly on baking time, with:

    Static Lighting Level Scale = 0.15
    Num Indirect Lighting Bounces = 100
    Indirect Lighting Quality = 2
    Indirect Lighting Smoothness = 1.0

    i was getting like 13 to 15h for bake the light on production
    tried the indirect on 10 and takes a whole day for 0.5 percent on swarm, lol (32gb of ram @2800mhz and i7 5820k @4ghz)

    the ini edit wasn't anything to scary about, i used the [MENTION=9000]TAXI[/MENTION] experiment, and before that i only changed the NumHemisphereSamplesScale = 64

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  • replied
    More realistic shadows

    Hello,

    I red the whole post and try to do things said in this post. However, meshes look like flying still. How can i get shadows more realistic with below settings? I'm using just skylight with ambient occlusion settings in world settings
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  • replied
    Originally posted by Norman3D View Post
    Lightmass needs this feature!! It's something similar to what was used in The Last of Us to fix seams

    https://github.com/ands/seamoptimizer
    In addition to that, the author has another interesting thing, https://github.com/ands/lightmapper, which is a GPU-accelerated lightmap baker.

    Leave a comment:


  • replied
    Originally posted by Norman3D View Post
    Lightmass needs this feature!! It's something similar to what was used in The Last of Us to fix seams

    https://github.com/ands/seamoptimizer
    I have never seen this problem in the UE4

    Leave a comment:


  • replied
    Originally posted by Norman3D View Post
    Lightmass needs this feature!! It's something similar to what was used in The Last of Us to fix seams

    https://github.com/ands/seamoptimizer
    Wow, i just read "lighting techniques of the last of us" and that seam optimizer technology is something epic should consider implementing. +1

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  • replied
    Lightmass needs this feature!! It's something similar to what was used in The Last of Us to fix seams

    https://github.com/ands/seamoptimizer

    Leave a comment:


  • replied
    Looking for general advices in this scene.

    No Post process.

    One Skylight (with HDRI) and Directional light, a number of interior lights.

    For this bake i just used the Medium Quality and toned down my World Scale to .2, bounces to 15 and Quality to 10.

    We feel the light is not quite balanced yet, and there is a noticeable contrast, but cranking up the settings on the lights washes out everything.

    Any advice?

    https://www.youtube.com/watch?v=57b1CiL0A9k

    Thanks.

    Leave a comment:


  • replied
    Originally posted by duke22 View Post
    Does anyone know what this guff in the edges is?

    [ATTACH=CONFIG]130500[/ATTACH]
    Those artifacts tend to dissapear when you crank up your world settings. Try for example toning down your world Scale Setting.
    Last edited by lobachevscki; 02-24-2017, 04:51 PM.

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  • replied
    Does anyone know what this guff in the edges is?

    Click image for larger version

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  • replied
    Hi

    rafareis123 reccommends in his tutorial not to use bounce cards or 'ghost spotlights' as i call them (for example, fake light sources outside windows) in the scenes because is not physically accurate, and i can understand why that is, but i would like to hear your thoughts on that matter because there is no guidance to be found about their use.

    That recommendation is an absolute no for you guys? If not, In which situations and where in your scene you should use a bounce card (or several) or spothlights?

    I know that's a very open ended question, but i think we can find some summarization here based on everyones experience. At the very end i know is a matter of study photography for interiors like any respectable photographer and apply that knowledge to UE, but for now let's try to keep simple.

    Thanks
    Last edited by lobachevscki; 02-12-2017, 09:02 PM.

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  • replied
    [QUOTE=serriffe;664751]My first guess would be that your mesh lightmap sizes are too small? or your UV distribution is large or your mesh itself is too large as well. It helps when you breakdown your mesh into smaller pieces so you can get more details on your lightmaps. Try to bump up lightmap size a bit more to 1024 - 2048 just to testing purposes[/QUOTE

    It's a room similar in size to the one in post #296 on this thread, what im getting right now is actually similar to that result but i need some hard shadows.

    I think my UV are good enough and my lightmap is a 1024 at this moment (taking into account only the floor which is the most noticeable part anyway). I will try then to split the floor and see what happens.

    Thanks.

    If anyone has any other suggestion i will take it into consideration aswell.

    Leave a comment:


  • replied
    Originally posted by lobachevscki View Post
    Hi

    Some general question here, maybe is not directly related to lightmass at the moment but you guys seem like you could help anyways. (Sorry if my question ended up way far frome the subject, in that case, pointing some references would be nice)

    For a VR application (PC) im doing some Arch Viz interior scene, that means we would like to make all the lights static, but when making the light maps im losing the hard shadows form the directional light which is suppose to be the sun that enters frome the main and big window to the living room of the scene.

    I know i'm suppose to share some screenshots and stuff, but at this moment i don't have permission to do so from my employer, so im trying at least to have some general suggestions while i get that permission.

    The setup is a directiona light and a skylight with a custom HDRI. I do know that for static lights we have a previz before lights are built, so we have very harsh shadows from that previz before baking. What happens is: i would like to keep those hard shadows on this scenes, or at least to have less soft shadows than im getting from the bake (which i know is a weird request hahahaha).

    Any suggestion would help, any. Im open to experiment because my art director is requesting those shadows and for now, that's the biggest problem i have with this scene.

    Thanks.

    My first guess would be that your mesh lightmap sizes are too small? or your UV distribution is large or your mesh itself is too large as well. It helps when you breakdown your mesh into smaller pieces so you can get more details on your lightmaps. Try to bump up lightmap size a bit more to 1024 - 2048 just to testing purposes

    Leave a comment:


  • replied
    Hi

    Some general question here, maybe is not directly related to lightmass at the moment but you guys seem like you could help anyways. (Sorry if my question ended up way far frome the subject, in that case, pointing some references would be nice)

    For a VR application (PC) im doing some Arch Viz interior scene, that means we would like to make all the lights static, but when making the light maps im losing the hard shadows form the directional light which is suppose to be the sun that enters frome the main and big window to the living room of the scene.

    I know i'm suppose to share some screenshots and stuff, but at this moment i don't have permission to do so from my employer, so im trying at least to have some general suggestions while i get that permission.

    The setup is a directiona light and a skylight with a custom HDRI. I do know that for static lights we have a previz before lights are built, so we have very harsh shadows from that previz before baking. What happens is: i would like to keep those hard shadows on this scenes, or at least to have less soft shadows than im getting from the bake (which i know is a weird request hahahaha).

    Any suggestion would help, any. Im open to experiment because my art director is requesting those shadows and for now, that's the biggest problem i have with this scene.

    Thanks.
    Last edited by lobachevscki; 02-11-2017, 06:42 PM.

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  • replied
    Thank you note

    Hello there!

    I'm relatively new to fully using UE4. I gave it a quick glance when it came out for free, but just until recently I decided to use it on an Arch-Viz project.

    It's been quite a bumpy ride for me. But I am so glad I stumbled upon this thread. For the past few days I've been reading this whole thread (I'm a very slow reader). And I am so grateful to many of you, everything you did for the community. Wow.

    @Raghu thank you for having the inniative of making this thread with very specific examples of what the issues with the engine were and what we needed out of it.

    @DanielW thank you for listening to the community and implementing so many great changes so quickly.

    @koola and @rafareis123, thank you for raising the bar so high and experimenting as much as you did. All that time you invested saved so many people so much time. And for being so kind and sharing your findings and knowledge.

    Thank you to everyone else who contributed to this thread and making lighting in UE4 so awesome and simpler for those of us who come after all of you.

    And @heartlessphil, it's really cool to see that after 2 years, you being one of the first to comment, you're still commenting in this thread. That is awesome.

    Seriously, you people are awesome!! You're the unsung heroes of the HD light baking war.

    Cheers!

    Leave a comment:

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