Announcement

Collapse
No announcement yet.

Lets make Lightmass EPIC (and understandable)

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

  • replied
    Originally posted by Nori Shinoyama View Post
    Epic Games Japan hold a workshop with a focus on Lightmass named "Lightmass Deep Dive" last year. A Japanese architectural artist, Kenichi Makaya, created Casa Barragan on UE4. And he gave a presentation about making of the scene with Lightmass. Our translators translated the slides for the presentations to English. Actually the presentations were based on 4.13, so some of the information might be somewhat out of date. But I believe their concepts and knowledge of their workflow are very useful and interesting.


    Practical usage of Lightmass in Architectural Visualization
    [ATTACH=CONFIG]138039[/ATTACH]

    CASA BARRAGAN Unreal Engine4
    https://www.youtube.com/watch?v=Y7r2...ature=youtu.be

    SlideShare
    https://www.slideshare.net/EpicGames...mass-deep-dive

    This presentation is based on "Only One Bounced Sky Lighting". Many Japanese artists are looking forward to officially support to multi bounced sky lighting like this thread: "Lightmass: multi-bounced sky lighting"
    https://forums.unrealengine.com/show...ight=lightmass


    We posted another presentation about Lightmass on this thread.
    Lightmass Deep Dive Presentations
    Unfortunately most of your links are broken!

    Leave a comment:


  • replied
    Epic Games Japan hold a workshop with a focus on Lightmass named "Lightmass Deep Dive" last year. A Japanese architectural artist, Kenichi Makaya, created Casa Barragan on UE4. And he gave a presentation about making of the scene with Lightmass. Our translators translated the slides for the presentations to English. Actually the presentations were based on 4.13, so some of the information might be somewhat out of date. But I believe their concepts and knowledge of their workflow are very useful and interesting.


    Practical usage of Lightmass in Architectural Visualization
    Click image for larger version

Name:	Makaya.png
Views:	2
Size:	477.5 KB
ID:	1126737

    CASA BARRAGAN Unreal Engine4
    https://www.youtube.com/watch?v=Y7r2...ature=youtu.be

    SlideShare
    https://www.slideshare.net/EpicGames...mass-deep-dive

    This presentation is based on "Only One Bounced Sky Lighting". Many Japanese artists are looking forward to officially support to multi bounced sky lighting like this thread: "Lightmass: multi-bounced sky lighting"
    https://forums.unrealengine.com/show...ight=lightmass


    We posted another presentation about Lightmass on this thread.
    Lightmass Deep Dive Presentations
    Last edited by Nori Shinoyama; 04-23-2017, 12:11 PM.

    Leave a comment:


  • replied
    Hi, I'm using latest ue4 4.15, are the lightmass portals working, they don't seem to be contributing to me scene.

    Leave a comment:


  • replied
    SciFiHallway with my config.

    Click image for larger version

Name:	Ct7yS_owsBU.jpg
Views:	1
Size:	307.8 KB
ID:	1126550
    Last edited by TAXI; 04-21-2017, 06:30 PM.

    Leave a comment:


  • replied
    Originally posted by heartlessphil View Post
    I think you could do better without even touching the baselightmass.ini.

    You just have too much lighting in your scene imo. Use a HDRI skylight with a subtle directional light for the sun. That should be enough. Use the new lightmass portals and drop the spot lights :-)
    Raise lighting quality a bit.. try 4. See how it looks.

    Also, use static lights!!!
    what is the lightmass portals????? i cant found anything lightmass portals(((

    Leave a comment:


  • replied
    nice setting!

    Leave a comment:


  • replied
    Originally posted by ZacD View Post
    Are the light map resolutions on all the assets reasonable?
    from 64 to 1024
    2048 for floors, walls, roof

    Leave a comment:


  • 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?

    Leave a comment:


  • 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

    Leave a comment:


  • 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
    Click image for larger version

Name:	WhatsApp Image 2017-03-14 at 23.34.48.jpeg
Views:	2
Size:	235.9 KB
ID:	1124747
    Click image for larger version

Name:	WhatsApp Image 2017-03-14 at 23.35.33.jpeg
Views:	2
Size:	263.9 KB
ID:	1124749
    Click image for larger version

Name:	Untitled.png
Views:	2
Size:	174.3 KB
ID:	1124751
    Click image for larger version

Name:	Untitled3.png
Views:	2
Size:	197.8 KB
ID:	1124752

    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
    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

    Leave a comment:


  • 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:

Working...
X