Announcement

Collapse
No announcement yet.

Lets make Lightmass EPIC (and understandable)

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

    #91
    Currently the Archviz "Queen" is Lumion...is so easy to use that is almost embarrassing and righfully so, because it does what it does and the results are very very nice...you also have a viewer which can be sent to the customer and he'll be able to check everything by themself which is a pretty good solution.
    No VR for now but I think they'll add this feature in the near future.

    UE4 have stunning features and can be adapted to do anything, but if far from being a 100% bullet proof solution for ArchViz, mainly because of the time it takes for the lighting, which is the critical point 99% of the time.
    There are realtime solutions for GI but far away from being usable on a daily base and especially to show to the customer most of the time, and of course it takes a beast of a rig to run something like that...

    I wonder if with Enlighten the realtime GI is something which is well implemented or is something which is still in early stages...
    ENTER REALITY

    VR Solutions

    Contact us for more informations

    Comment


      #92
      Originally posted by RI3DVIZ View Post
      I don't want to be negative but sometimes, well a lot of the time, I don't think Unreal is going to be the solution for Archviz long term unless they can get away from lightmaps. In a real world scenario it's just too much labor for the fees. I kind of think I'm wasting my time with the software. Just my gut level thoughts.
      I guess it really depends on the project. By too many labor do you mean unwrapping for lightmap uvs?
      For my projects I tend to just use automatic generated lightmap uvs which work really well about 90% of the time.
      After that it's just a matter of making the materials (of which you could make libraries for future projects), making a light setup and doing some interactivity (which you can both store in a template).

      But maybe we should discuss this on another topic, because it's getting a bit offtopic and we should save this thread for awesome lightmass explanation
      My Porfolio

      Comment


        #93
        Please guys don't let this thread go off topic.
        http://rag3dviz.com/

        Comment


          #94
          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


            #95
            @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


              #96
              Early Portal results

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

Name:	3Original.png
Views:	1
Size:	281.0 KB
ID:	1092308

              Portal setup
              Click image for larger version

Name:	PortalSetup.png
Views:	1
Size:	193.1 KB
ID:	1092307

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

Name:	3Portals.png
Views:	1
Size:	269.1 KB
ID:	1092309

              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


                #97
                Great Work Daniel

                Comment


                  #98
                  @ Raghu. Thank you Very much for starting this thread and actively involving in it.

                  @ DanielW. Thank you very much for your active effort in the implementation of solutions to improve the GI in Lightmass. Now our hopes are even higher for using Unreal Engine in architectural visualization.

                  Keep up these motivational efforts, we are all pumped up.
                  Last edited by 3darchstuffs; 10-31-2015, 03:16 AM.
                  CHECK OUT:- Visit https://3darchstuffs.com/ for Unreal arch-viz tutorials, Unreal Demo EXE and Unreal projects with source files.


                  https://www.youtube.com/playlist?lis...X3Sm2Z9NXEHFV9

                  Comment


                    #99
                    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


                      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


                        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


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

                          Comment


                            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

                                Working...
                                X