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  • replied
    Originally posted by AE_3DFX View Post
    Greetings, whats your CPU? just interested how fast my i7 4770s would bake that.
    5820K 3.30 GHz and 16GB Ram

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  • replied
    Originally posted by alperenozgur View Post
    [ATTACH=CONFIG]112216[/ATTACH]

    light portals rocks. everything at medium. no .ini mess and no overkill settings. baked in 10 minutes i think couldnt even finish my smoke lol
    Greetings, whats your CPU? just interested how fast my i7 4770s would bake that.

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  • replied
    Originally posted by Godzil View Post
    Do you think portals can overlap the wall, or they need to be exact same size as the window/door?
    Nice image btw
    yes i basically put them inside of openings 2-3 cm ahead and 2-3 cm sides to cover everywhere

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  • replied

    light portals rocks. everything at medium. no .ini mess and no overkill settings. baked in 10 minutes i think couldnt even finish my smoke lol
    Do you think portals can overlap the wall, or they need to be exact same size as the window/door?
    Nice image btw

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  • replied
    Click image for larger version

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    light portals rocks. everything at medium. no .ini mess and no overkill settings. baked in 10 minutes i think couldnt even finish my smoke lol
    Attached Files

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  • replied
    Hallo guys! I am reading this post since few weeks and I thought I was ready to test all I learned.
    But i've encountered many problems I do not understand and I hope you can help me.

    Take a look at the image please:

    Click image for larger version

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    You can see the black surfaces around windows and doors and the pure black lines near the floor and ceiling. Anyone know how can I fix this? The weird thing is that this effect occures not on every window and door as you can see!
    My previews tests, when I was creating a scene similar to the one people was training on in this post (some walls and obstacles) went almost perfect. This one is much worse and I dont know what I am doing wrong.
    My lightmass are correct, double check that. Any change to lighmaps does nothing to fix theese effects. Also smoothing groups are ok I think.

    Is it something about the lightning? (I used this tutorial to light this scene http://rag3dviz.com/tutorial/hdri-li...real-engine/2/)
    Or maybe i'ts something with the model it self? I created it in 3ds max sometimes using extrudes and sometimes bridge feature to create holes (windows, doors).

    Please help
    Last edited by Godzil; 10-01-2016, 02:52 PM.

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  • replied
    You can also look up capsule shadows.

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  • replied
    Originally posted by heartlessphil View Post
    Put your lights to stationary if you want your movable meshes to have dynamic shadows.
    YES; as you said...
    Thanks for your advice

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  • replied
    Put your lights to stationary if you want your movable meshes to have dynamic shadows.

    Leave a comment:


  • replied
    HDRI Lighting_Shadowing issue

    Originally posted by mihanix View Post
    Try blueprints BP_LightStudio, which is in the Starter Content.
    I changed it a little bit
    Project: https://mega.nz/#!K5gXCQ4b!AcgCKHqGc...RcQkXVvwelAA68
    Preview BaseLigntmass.ini settings from rafareis123: https://mega.nz/#!e4QxXZQR!AknMUXTuh...8aHW2s8rO-p0so
    [Screenshots:]
    Hi [MENTION=28264]mihanix[/MENTION];
    I had downloaded your project (TEST_HDR)...
    Thank you very much for sharing your experience
    In your project level (TEST_HDR_2_Sunny), I imported 3 assets of mine... their mobility is... Character (movable), an asset (movable), and another asset (Static)...
    After building lighting (Production quality), I discovered a shadowing issue, it was that assets (set to movable) have no shadows as the static ones...!!
    Can you please tell how to get shadows for movable assets when using HDRI lighting method..??
    Best Regards
    Click image for larger version

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  • replied
    Originally posted by ZacD View Post
    Koolas scene has been updated for 4.13 to use portals and does not tweak the ini. No bounce cards either.
    Oh man, that's awesome! Thanks for letting me know. This is exactly what I am talking about actually. That's the kind of stuff we need here and why I think he's become a sort of archviz-celebrity of sorts. He's builds excellent quality scenes and is willing to share what he has learned in the process.

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  • replied
    Koolas scene has been updated for 4.13 to use portals and does not tweak the ini. No bounce cards either.

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  • replied
    I think this thread is great, but am still struggling to achieve decent results even after reading raghu's tutorials on his site. In the past I would always use koola's lightroom as a baseline to start an archviz project, but now I am not so sure as he says his lightmass.ini is basically random numbers and he doesn't know what many of the settings do either.

    Anyways, what would help people like me tremendously would be an official Epic template with lighting that matches something like the Unreal Paris demo or Koola's demos, made for archviz with sample portals. (the lightroom was great, but seems to not be well optimized either and didnt seem to use portals from what I can see) Some templates with HDRI, some with other methods like the light bounce method, or the lightmass portals would be great, and Epic's "realistic rendering" demo was also not quite there.

    But besides templates, even more detailed tutorials to achieve proper lighting on assets would be great. I am personally stuck on importing evermotion assets to this day. I add the second UV channel on the assets in 3DS max, unwrap with steamroller, second UV channel shows up perfectly flat in UE4, but still getting strange "UV's are 7% overlapping" errors and just have to ignore them. This is going to sound cynical, but sometimes I wonder if templates and ultra detailed archviz tutorial videos aren't made because it would hurt someone's business here. Kind of like how the UE4arch guy deleted his nice tutorial post on this thread, like he had second thoughts or something? I've yet to see a full template or instructions that's have helped me more than what Koola has provided by his lightroom source file on the marketplace. That is what we really need here, Epic designed templates of that quality but with the lightmass settings or portals, and skylight ready to go. That's how we are going to be able to understand these settings better, what works and what doesn't, we need a solid base to work from then to explore backwards from there.

    For instance, this tutorial is excellent but of course no source file for it. Even with the instructions I have yet to achieve those results. With his HDRI tutorial everything is too dark. Also, I don't completely agree with heartlessphil on on this thread that there is no need to mess with the lightmass.ini, especially after seeing jazvec's images on the last page and how he said he did tweak it himself.

    I feel that instead of protecting the knowledge we have individually acquired, we should really be spreading as much knowledge as we can to advance this as thing as whole. I know that as soon as I get this down that I will, because others did so for me. Raghu has made a really excellent effort at this though and I thank him for that and creating this thread. This is a step in the right direction.

    Edit: Think I just found solution for my overlapping UV issues, wish I spoke spanish though!
    Last edited by buckjohnston; 09-20-2016, 10:04 PM.

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  • replied
    Hello! I am curious about the indirect contact shadows in UE4. How do I make them more darker? Is it the combination of the intensities between the skylight and directional light (skylight is more intense than the direct light) or less indirect lightning from the directional light so the skylight can introduce those nice dark contact shadows etc. I tried a lot tests and I definitely get some contact shadows but I never manage to get them darker. I see alot from you guys that have nice dark contact shadows. What is the magic?

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  • replied
    Thank u [MENTION=273030]S-Dot[/MENTION]!

    Appreciate the feedback and the input.
    I tried what you said regarding the reshuffling the uv charts and apparently something worked.

    Leave a comment:

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