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  • replied
    Originally posted by S-Dot View Post
    Have you tried the standard CPU light mass? Games that won awards for their beautiful levels have been shipped built with it.

    At least you would know if it is caused by GPUlightmass or if it is something else. Another test would be to reset all lighting settings to default and see how that goes.
    Oh yeah.. CPULightmass works great.Ports over just fine. I do the very exact steps but using gpulightmass and it just doesnt work. Even played around with the mobile settings section. ticking on and off items to see if i can find the culprit. but nothing has worked. Wondering if anyone has had any success themselves or is this a known bug?

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  • replied
    Have you tried the standard CPU light mass? Games that won awards for their beautiful levels have been shipped built with it.

    At least you would know if it is caused by GPUlightmass or if it is something else. Another test would be to reset all lighting settings to default and see how that goes.

    Leave a comment:


  • replied
    Originally posted by S-Dot View Post
    Does the lighting look alright to you on Android? - Because the message might just be a false positive. You can turn it off with a console command: DISABLEALLSCREENMESSAGES
    oh no. looks bad. From my attempts only 2 outcomes have shown themselves.
    1: Renders the interior but theres dots everywhere like if Brute Force is ON. Can never get it to look better.
    2:The whole scene is BLACK like if I have no Lighting at all.

    Both do show the Build Lighting message.

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  • replied
    Does the lighting look alright to you on Android? - Because the message might just be a false positive. You can turn it off with a console command: DISABLEALLSCREENMESSAGES

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  • replied
    missed this thread! Have a question for you guys. Does GPULightmass baked maps work when packaging to Android? I tried lots of attempts and no success. I always get "Rebuild Light" message. Is it a known fact that gpulightmass does not work for packaging to android?

    Leave a comment:


  • replied
    Originally posted by Koutlita View Post
    Hello everyone, I have a question please .... I read a lot of tutorials on for interior architectural visualization you have to set the static lighting level scal to 0.1 and the indirect lighting quality to 10, but is there no access to these two parameters using the GPULIGHTMASS ... do I have to switch to light mass CPu to be able to change these are two parameters? ... and in the new version of gpulightmass on 4.26 is there access to these two parameters?
    Reading through the first part of the GPU lightmass threat I am guessing that it might not use those values. However - You can set those values in the world properties of your level. Better to change it there so you can have different settings in different levels.

    I'm getting pretty good results with standard lightmass and settings increased to 0.6 and 2 and increasing the bounces to 5 or 6. Building a map with default values in standard lightmass production mode should give you 90% or more of the quality you would get by increasing the values. Those mentioned values are actually quite extreme and will make your lighting build time extremely long. We are talking more than 10 times longer.

    I recommend you start with less extreme values, like 0.75 and 1.5 instead of 0.1 and 10. If you run into problems then slightly increase the values further. Should that not improve the quality then check your lightmaps. Most of the time bad quality is caused by bad light maps and not by those values. - Although increasing them makes sense for archviz. Just maybe not 900%,
    Last edited by S-Dot; 01-17-2021, 11:29 PM.

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  • replied
    Hello everyone, I have a question please .... I read a lot of tutorials on for interior architectural visualization you have to set the static lighting level scal to 0.1 and the indirect lighting quality to 10, but is there no access to these two parameters using the GPULIGHTMASS ... do I have to switch to light mass CPu to be able to change these are two parameters? ... and in the new version of gpulightmass on 4.26 is there access to these two parameters?

    Leave a comment:


  • replied
    how do I solve it, thanks in advance
    Attached Files

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  • replied
    Originally posted by Marlo View Post
    Can anybody help me what is the problem with my scene? I try a lot of things which in the topic too, but none of them solve my problem. Thanks for the help!
    I have the same problem.

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  • replied
    Originally posted by Norman3D View Post

    This is what is happening, it's bug that isn't fixed yet:



    I still get that error on 4.19.2

    I guess it has yet to be fixed...

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  • replied
    Thanks for helping the community. Cheers.

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  • replied
    Originally posted by Crawlewis View Post

    Hello guys, anybody have this file yet?
    Click image for larger version  Name:	Onlyskylight3.jpg Views:	2 Size:	313.1 KB ID:	1115451


    GoogleDrive
    https://docs.google.com/uc?id=0B3wYK...xport=download

    Dropbox
    https://www.dropbox.com/s/0ljra2l3h0...dNaji.zip?dl=0

    Microsoft OneDrive
    https://1drv.ms/u/s!Ar7INFDcXdscgnWMCXW4AKFmf0Sa

    Mediafire
    http://www.mediafire.com/download/9x...arshidNaji.zip

    4shared
    http://www.4shared.com/zip/8ARByBcice/FarshidNaji.html

    Uptobox
    http://uptobox.com/s6m3icy2uknu

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  • replied
    Originally posted by
    Unreal Engine Project (4.15) for the above test scene - [URL="https://www.dropbox.com/s/lbug8pufwo4a0ju/Lightmass_test.7z?dl=0"
    Dropbox Link[/URL].

    Will be doing some more tests soon with complex projects.
    Hello guys, anybody have this file yet?

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  • replied
    Test VLM + fog
    Attached Files

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  • replied
    Test VLM + Sky Lighting Bounces
    Use only emmisive textures (50 bounces)
    VLM(5;30) + Volume fog
    Spheres - moves objects
    Attached Files

    Leave a comment:

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