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Lightmass: multi-bounced sky lighting

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  • replied
    Those "light bleeds" are usually coming form "defected" meshes: usually normals are flipped... you can try to uncheck use "tangents and binormals" in the mesh's properties or if it's 3ds max use an xfrom modifier on those meshes and re-import them, it should solve that problem!

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  • replied
    Originally posted by Fabian.le View Post
    But now I have a problem with CPU because I can't make seems quality as GPU, do you have any suggestion on how i can improve this?
    You can waste time tweaking CPU lightmass to get slightly better results with significantly longer rendertime, but still quality which is quite inferior to GPU lightmass. CPU lightmass uses irradiance caching and photon mapping while GPU lightmass uses path tracing. There is a reason no commercial renderers these days use ancient techniques like IC and Photon Mapping, at least not by default. It produces inferior results and takes longer. Unfortunately, CPU lightmass is now literally almost decade behind technology level adequate to today.

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  • replied
    Originally posted by Makigirl View Post
    Hi!

    Your settings are very high so could be normal... depends on the size of your scene... lightmap reolutions...
    ...maybe you could check in swarm if anything is happening!
    Originally posted by rosegoldslugs View Post
    10 Sky Light bounces is a little extreme and is likely where your time baking has been spent. It is non-distributable, and I believe done on a single core, and scales exponentially with each bounce you set. Sky lighting and emissives are generally not the brightest thing in your scene, so naturally their bounces are less noticeable.
    Hi

    With your help, I have now built it faster. Thank you very much!

    But now I have a problem with CPU because I can't make seems quality as GPU, do you have any suggestion on how i can improve this?



    Last edited by Fabian.le; 11-18-2019, 04:53 PM.

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  • replied
    Forget about CPU Lightmass and better switch here for GPU Lightmass:
    https://forums.unrealengine.com/deve...s-gpulightmass

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  • replied
    Originally posted by rosegoldslugs View Post
    10 Sky Light bounces is a little extreme and is likely where your time baking has been spent. It is non-distributable, and I believe done on a single core, and scales exponentially with each bounce you set. Sky lighting and emissives are generally not the brightest thing in your scene, so naturally their bounces are less noticeable.
    I'm sorry but number of bounces don't effect the lighitng calculation time!!

    Leave a comment:


  • replied
    10 Sky Light bounces is a little extreme and is likely where your time baking has been spent. It is non-distributable, and I believe done on a single core, and scales exponentially with each bounce you set. Sky lighting and emissives are generally not the brightest thing in your scene, so naturally their bounces are less noticeable.

    Leave a comment:


  • replied
    Hi!

    Your settings are very high so could be normal... depends on the size of your scene... lightmap reolutions...
    ...maybe you could check in swarm if anything is happening!

    Leave a comment:


  • replied
    He everyone!

    I'm using 4.23.1 and I try to build project with CPU (lightmass: mulit-bounced sky light, bUseFilteredCubemapForSkylight=false). But Building time going very slowly (has gone over 10 hours and still 0%)

    And I want to ask "is this normal?" or I did something wrong.


    Please help me.
    Thanks

    Attached Files

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  • replied
    Originally posted by Icchansan View Post

    Thanks for sharing, can you reupload again please? thanks
    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

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  • replied
    It's been in the engine since 4.18 https://docs.unrealengine.com/en-us/...easeNotes/4_18

    New: Multi-bounce Indirect Lighting from Skylights

    We now have support for multiple indirect lighting bounces from static and stationary Skylights through a new 'Num Sky Lighting Bounces' setting in World Settings -> Lightmass. Thanks to forum user Luoshuang for the first implementation of this feature.

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  • replied
    Is this built into the engine yet?

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  • replied
    Hi guys. what is the final version of lightmass multi bounced sky lighting? I can't find any link for the current version or 4.20 or 4.19

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  • replied
    Originally posted by estudiobarrera View Post
    Hello again!

    Here is a link to download the example in UE 4.18: Download example in UE 4.18

    Regards!

    Javier Barrera, architect.
    www.estudiobarrera.com
    Thanks for sharing, can you reupload again please? thanks

    Leave a comment:


  • replied
    Originally posted by OrlandoCullum View Post
    Hi, few months passed and I wonder if anyone or Epic has any new or alternative solution for the black edges so far (other than Makagirl and ParsoDeath workaround above)?
    I'd also like to know if there's an official settings fix coming - or even if DanielW had time to confirm some workaround numbers that won't cause other artifacts?

    Leave a comment:


  • replied
    Originally posted by OrlandoCullum View Post
    Hi, few months passed and I wonder if anyone or Epic has any new or alternative solution for the black edges so far (other than Makagirl and ParsoDeath workaround above)?
    The "most working" workaround for me was to cut the polygons where they were meeting corners and put the hidden polygons into separate UV islands.

    Leave a comment:

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