Announcement

Collapse
No announcement yet.

Lightmass: multi-bounced sky lighting

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

    #46
    Originally posted by Luoshuang View Post
    Thanks! I'd like to point out that the bright splotches are caused by insufficient irradiance photons. This is the downside of my temporary fix to spotlights, because it turns off indirect path driven photon emission, then the efficiency of irradiance photons goes down.

    There are two ways to fix this:
    1) You can raise "IndirectIrradiancePhotonDensity" in BaseLightmass.ini to increase the number of irradiance photons. This will increase the time of "calculate irradiance photons".
    2) I'll investigate whether it is good to let directional lights also use the radiosity-like techique.
    Man... I can't thank you enough for your work! This is very exciting!

    Comment


      #47
      4.14 version can be used

      Comment


        #48
        Originally posted by Luoshuang View Post
        You can download the test scene at: https://www.dropbox.com/s/e6mk56b8y6...204.15.7z?dl=0
        Thanks for sharing, I'll have a look at how you configured everything.

        EDIT : well, its was only a matter of tweaking auto exposure, which was disabled in our test project !
        Last edited by LegendreVR; 03-24-2017, 08:59 AM.
        Antoine Guillo, FR
        Virtual Reality Designer
        https://groupe-legendre.com/

        Comment


          #49
          This is insanely awesome! Thank you so much for your effort! So I can just drop your lightmass exe over mine and then it works? Also, I just installed the hotfix for 4.15 but that should not change anything, right?

          God I hope we can make this default in Unreal as soon as possible. Its great to see that DanielW is already having a peek at this so fingers crossed!

          I would love to have this as part of my setup, but since I am also doing the lighting academy, I have to keep a clean UE4 version so people can follow along and dont have to install modifications....so yeah...just again: PLS Epic, pick this up and implement it

          Cheers and big thanks!
          Check out UNREAL 4 Lighting Academy
          https://forums.unrealengine.com/show...ng-like-that-)

          Comment


            #50
            [MENTION=1624]Daedalus51[/MENTION], you should mention this in your next video. This deserves as much attention as possible!

            Comment


              #51
              Originally posted by Daedalus51 View Post
              This is insanely awesome! Thank you so much for your effort! So I can just drop your lightmass exe over mine and then it works? Also, I just installed the hotfix for 4.15 but that should not change anything, right?

              God I hope we can make this default in Unreal as soon as possible. Its great to see that DanielW is already having a peek at this so fingers crossed!

              I would love to have this as part of my setup, but since I am also doing the lighting academy, I have to keep a clean UE4 version so people can follow along and dont have to install modifications....so yeah...just again: PLS Epic, pick this up and implement it

              Cheers and big thanks!
              If you had replaced UnrealLightmass.exe then installed 4.15.1, it would be overwritten by official version, so you have to replace it again. Daniel has been busy implementing some volumetric lighting/fog feature for 4.16 (checkout: https://github.com/EpicGames/UnrealE...9d41febc31e723)

              Comment


                #52
                I did some tests from this old scene. I forced the lighting temperature colors to potentialize the scene mood and the color bleeding. The scene has 15 lights (skylight, spotlights and pointlights) and it was built in 3 hours... pretty fast compared to it old lighting setup. I have raised the number of photons/samples a lot but some bugs still persists.

                Click image for larger version

Name:	test2.jpg
Views:	1
Size:	288.8 KB
ID:	1125234
                Click image for larger version

Name:	test1.jpg
Views:	1
Size:	277.9 KB
ID:	1125235
                Click image for larger version

Name:	test3.jpg
Views:	1
Size:	276.4 KB
ID:	1125236
                Click image for larger version

Name:	test4.jpg
Views:	1
Size:	294.8 KB
ID:	1125237
                Click image for larger version

Name:	test5.jpg
Views:	1
Size:	303.1 KB
ID:	1125238
                http://www.ue4arch.com

                https://www.youtube.com/channel/UCjp...pois6WVG6hqXNQ
                Latest projects

                Comment


                  #53
                  Originally posted by rafareis123 View Post
                  I did some tests from this old scene. I forced the lighting temperature colors to potentialize the scene mood and the color bleeding. The scene has 15 lights (skylight, spotlights and pointlights) and it was built in 3 hours... pretty fast compared to it old lighting setup. I have raised the number of photons/samples a lot but some bugs still persists.
                  Hi =)

                  Are you referring to these not-so-smooth lighting transitions on the ceiling/walls?

                  Click image for larger version

Name:	test4.jpg
Views:	1
Size:	86.1 KB
ID:	1125261

                  If so, then unfortunately you have to decrease either "Static Lighting Level Scale" in the editor or "RecordRadiusScale" in BaseLightmass.ini (RecordRadiusScale has different configuration in different quality level, so make sure you change the one you use)
                  Unfortunately both of them will lead to longer build time.

                  Comment


                    #54
                    Look at the curtain material, can you?

                    Originally posted by rafareis123 View Post
                    I did some tests from this old scene. I forced the lighting temperature colors to potentialize the scene mood and the color bleeding. The scene has 15 lights (skylight, spotlights and pointlights) and it was built in 3 hours... pretty fast compared to it old lighting setup. I have raised the number of photons/samples a lot but some bugs still persists.

                    [ATTACH=CONFIG]134908[/ATTACH]
                    [ATTACH=CONFIG]134909[/ATTACH]
                    [ATTACH=CONFIG]134910[/ATTACH]
                    [ATTACH=CONFIG]134911[/ATTACH]
                    [ATTACH=CONFIG]134912[/ATTACH]
                    Look at the curtain material, can you?

                    Comment


                      #55
                      This looks absolutely incredible, thank you =D

                      Comment


                        #56
                        I know its completely offtopic..

                        But its so odd to see a name that has the same first four letters as mine.

                        Comment


                          #57
                          Hi everyone,

                          Here is a test we did on one of our last project.



                          The improvement in terms of light quality is amazing .... congratulations for your work !!!!
                          We have 3 different lighting scenarios in this vidéo.
                          The difference, compares to the "one bounce" method, is really obvious for the night versions of the lighting.
                          It's sooooo cool to be able to create a soft moon light so easily.
                          There is still some bugs in our lightmaps in this version.
                          We will try to increase the indirect lighting quality and calculate another one in order to see what happens.

                          Sorry for the crappy transitions between the different lighting scenarios ... we not blueprint's ninjas

                          The rendering time is really acceptable I think.

                          I have one question : the "Indirect Lighting Intensity" (in Skylight's detail panel) doesn't seems to affect the calculation.
                          Is it a bug from Unreal or maybe something you didn't implement yet ?

                          Once again, congratulations for your work !
                          Cheers

                          The Obvioo's team
                          Christophe ROBERT
                          Co-founder


                          OBVIOOS
                          virtual architecture
                          www.obvioos.com

                          Comment


                            #58
                            Hi guys,

                            I tried this "lightmass.exe", the result is fine, really. The lighting is more "homogeneous'.
                            But the build time are very, very, very long ( 1h VS 5-6 hours )

                            two questions :

                            - How to set the bouce number ? Where is the parameter ?

                            - How do you handle the lighting test with this render time ? it's very long, and I don't know how you can do many light test.


                            thanks,

                            A.

                            Comment


                              #59
                              I too would like clarification on where the Bounce setting is - does it just pull from whatever number you have in World Settings->Lightmass -> Num Indirect Lighting Bounces ? Makes sense if that is the case, just curious.. At any rate, awesome work buddy!

                              Comment


                                #60
                                It is the same Num Indirect Lighting Bounces setting.

                                Comment

                                Working...
                                X