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    #91
    Originally posted by heartlessphil View Post
    If we could make the swarm agent able to use cloud computing (amazon , etc) that could solve alot of problems. It would be very effective because we don't need to render 36 000 HQ frames that would cost so much money (e.g rendering a movie) We just need a quick boost in computing, could take just a couple hours. what takes 22+ hours on our pc could be done very fast when you have a huge farm full of xeons. We wouldn't even need to optimize/change lightmass. Let's just crank everything up and spend a couple $ to get a quick build. Time is money!

    This must be possible because...

    -We will need to use static lighting for a while because of VR. Forget dynamic G.I
    -We will need to be able to produce large scale projects to be competitive on this market. Large scale project with the same quality as small interiors.
    If you see my previous post. I think #66 on the previous pages there is nothing stopping you from doing cloud rendering now with lightmass. Of course you have to know how to set on the virtual machines and install the required programs much like you would if you were setting on a LAN render farm. There is also of course a bit of networking involved with setting up VPNs etc so all the remote machines can see it other, or at least the coordinator swarm machine. Only thing is as you can see from my screenshot the swarm machines(Cloudswarm1-4) actually ended up doing very little work compared to the local machines. It does work better for bigger scenes but we are still seeing that the cloud computers end up finishing their workload very quickly compared to our "slower" local machines here. It would be really nice if they could re-engage and get some of the remaining work from the machines that are still processing. Essentially auto-balancing.

    In summary it still seems you may be better off with a very high CPU density in one to few machines similar to rafareis123 dual xeon setup. Still testing though... Will post more results soon.

    Comment


      #92
      @DanielW - Critically need solution to problem of light leaks. @Rafareis123 and @Koola already have overcome this in there scenes (So solution is already there somewhere in BaseLightmass.ini, UV workflow or anything else).
      @DanielW - You are free to investigate problems on developer level or implementing new things, but meanwhile Kindly tell us the workflow to remove these light leaks.
      Those leaking artifacts look like insufficient photons. Try jacking up DirectPhotonDensity, IndirectPhotonPathDensity, IndirectPhotonDensity, IndirectIrradiancePhotonDensity in BaseLightmass.ini by a factor of 10 or so.

      I am still looking into the Skylight-only case. I found a bug in the adaptive sampling, such that it was not doing much with IndirectLightingQuality > 1. Also I implemented portals and I'm testing those out. These things take time though, it will be some weeks before I have good results - mostly as I have to make sure no quality or build time regressions occur in many maps.

      IndirectPhotonEmitConeAngle is used in combination with IndirectPhotonPathDensity to channel indirect photons into small windows and doors where they are needed the most. In a scene like that (indirect lighting of local lights not doing much) I don't know why it would matter.

      Comment


        #93
        Early Portal results

        Original (StaticLightingScale .1, Production, IndirectLightingQuality 1). Took 30s to build.
        Click image for larger version

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        Portal setup
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        With portals, IndirectLightingQuality still set to 1! Took 90s.
        Click image for larger version

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        The portals don't change the brightness, they just tell Lightmass where to look closely for lighting. In this case with all the skylight coming in small holes they make a big difference. In a more open scene they wouldn't be any good because the openings to the sky are large.
        Attached Files
        Last edited by DanielW; 10-30-2015, 11:32 PM.

        Comment


          #94
          Great Work Daniel

          Comment


            #95
            Originally posted by DanielW View Post
            Early Portal results

            Original (StaticLightingScale .1, Production, IndirectLightingQuality 1). Took 30s to build.
            [ATTACH=CONFIG]63883[/ATTACH]

            Portal setup
            [ATTACH=CONFIG]63882[/ATTACH]

            With portals, IndirectLightingQuality still set to 1! Took 90s.
            [ATTACH=CONFIG]63884[/ATTACH]

            The portals don't change the brightness, they just tell Lightmass where to look closely for lighting. In this case with all the skylight coming in small holes they make a big difference. In a more open scene they wouldn't be any good because the openings to the sky are large.
            DanielW portal is the same BoxReflectionCapture?

            Comment


              #96
              Do you guys not want to use directional light at all? is there a reason for that?

              Also, does uncompressed lightmaps makes a noticeable difference? I have not seen much difference but wondering if with cranked up settings it's better not to compress them...
              Last edited by heartlessphil; 10-31-2015, 05:16 AM.

              Comment


                #97
                Hi All,

                I got much better results with following changes:
                Static Lighting Level Scale: 1
                Num Indirect Lighting Bounces: 50
                Indirect Lighting Quality: 2
                Indirect Lighting Smoothness: 1

                BaseLightMass.ini
                [DevOptions.ImportanceTracing]
                NumHemisphereSamples=32

                [DevOptions.PhotonMapping]
                ; 400 gives a smooth enough result without requiring a very large search
                NumIrradianceCalculationPhotons=800
                ; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
                FinalGatherImportanceSampleFraction=.8
                DirectPhotonDensity=700
                ; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
                DirectIrradiancePhotonDensity=700

                [DevOptions.StaticLightingProductionQuality]
                NumDirectPhotonsScale=10
                ; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
                DirectPhotonSearchDistanceScale=.2

                ; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
                NumIndirectPhotonsScale=32
                NumIndirectIrradiancePhotonsScale=4

                My scene has Directional Light apart from Skylight:

                I have cranked up Indirect Lighting Intensity to 5 for both.

                Most of the artifacts including Light leaks are removed with these settings and Light building times are also at acceptable levels (My scene has lot of complex objects still it took around 50 mins to 1 hours).

                Since, I did these experiments with commercial project that I am currently working on, I am not posting screenshots. I will try to post screenshots of Test Level everyone is using here.

                P.S: These are not final values, I am still trying to figure out
                Last edited by MSL; 10-31-2015, 07:33 AM.

                Comment


                  #98
                  @DanielW look very promising. Thank you very much!
                  Swarm Agent and Lightmass Troubleshooting

                  Comment


                    #99
                    DanielW portal is the same BoxReflectionCapture?
                    Just temp icons. The portal is a box, you place it over windows and light entrances.

                    Also, does uncompressed lightmaps makes a noticeable difference?
                    It's very noticeable to me esp if you look at a shadow penumbra that should otherwise be smooth.

                    Comment


                      can any one tell me what are the portals?if they are box reflection capture then i cant understand their effect on lightmass

                      Comment


                        Originally posted by amir.pourshafi View Post
                        can any one tell me what are the portals?if they are box reflection capture then i cant understand their effect on lightmass
                        According to DanielW : "The portals don't change the brightness, they just tell Lightmass where to look closely for lighting. In this case with all the skylight coming in small holes they make a big difference. In a more open scene they wouldn't be any good because the openings to the sky are large."
                        Swarm Agent and Lightmass Troubleshooting

                        Comment


                          sorry i am a little bit confused,i know what a portal do,but what is the name of the portal in ue4?is that box reflection capture?

                          Comment


                            Originally posted by amir.pourshafi View Post
                            sorry i am a little bit confused,i know what a portal do,but what is the name of the portal in ue4?is that box reflection capture?
                            If you are asking to use it, it isn't in ue4 yet, I think that only DanielW (Unreal Engine Developer) has the portals and is teasing us.

                            Comment


                              And the next question would be when this portal will be released? Will this portal be released as part of UE 4.10 or as hot fix for UE 4.9?
                              Swarm Agent and Lightmass Troubleshooting

                              Comment


                                It doesn't seem like the portals will be ready for general release for some time, as exciting as it would be to be able to use them.

                                Comment

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