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Luoshuang's GPULightmass

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      Originally posted by Situx View Post
      I made a script that will automatically download and install GPULightmass on your binary installation folder, perform a batch of checks to avoid issues (like nvidia driver version and TdrDelay), and allow to change GPU bake quality among fast, medium, high, extreme, without the need to restart Unreal.

      If it helps someone, just give me a "Like" below.

      It's currently working with the latest engine version (4.24.1). If you need it to work with a previous one, just replace UnrealEngineVersion variable in LightmassConfiguration.bat to the version you need (use only 4.xx notation, do not use 4.xx.yy here).

      UPDATE 3/1/2020: Script got updated to 4.24.1

      UPDATE 12/11/2018: Now updated to work with 4.21 (Unified Settings). Allows to chage settings on the fly between different BaseLightmap.ini configurations.

      Now on GitHub: https://github.com/sgeraldes/LightmassConfiguration/

      DIRECT DOWNLOAD to the latest version: LightmassConfiguration.zip

      Instructions:
      1. unzip LightmassConfiguration.zip to any folder (empty folder is better).
      2. double click the .bat file and follow the instructions
      What it does:
      • The script will download GPU lightmass 4.20.2 from the OP into the same folder, backup CPU Lightmass for you, and install GPU on your choosen quality level.
      • It features an undo or "Restore CPU Lightmass" option.
      • On-the-fly switch of GPU Lightmass with UnrealEd running (no need to restart unreal).
      • It works with 4.21, but can easily be adapted for 4.20x and 4.19.x if needed by adjusting a few parameters inside the file (just edit with Notepad and change UnrealVersion variable to 4.20 or 4.19.
      What it does not:
      • Brew you some coffee
      Requirements:
      • Windows 10 (not tested in earlier versions, may work but no guarantees)
      • Admin privileges
      The script has the following features:
      1. Show you the version of Nvidia drivers running (and any other display driver that's running, i.e.: Intel HD) and warn if not sufficient
      2. Check if you have TDR settings as recommended, IF NOT: the script will ask you to do the changes for you (optional)
      3. Allows changing GPU Lightmass quality settings (fast preview, medium, high-ultra, extreme) without needing to restart unreal.
      4. Backup CPU lightmass for you and give you the option to go restore it later
      5. It will override BaseLightmass.ini on your Unreal folder (it will first backup in the zip archive the version you have and allow to restore at will).
      6. Checks if GPU Lightmass is installed, if not...
        • Download the latest version of GPU Lightmass for you from Luoshuang's links
        • Download 7Z.exe to quickly backup and perform decompression of the files in the archives
        • Finds the installation directory of Unreal, and unzip the files there according to the quality you select (will prompt you for it)
      7. If UnrealEd is running, the script will disable the option to change GPU and CPU lightmass as it needs to access files that are in use to do so.
      Please note: The script will give an error while copying when trying to change the quality settings with Unreal Ed running. That's perfectly fine, the file is just been copied over to be sure it remains the same. I guess I could just copy GPULightmassKernel.dll instead of the whole bunch, but I just think it works as-is just fine. The copy of a single will fail but GPU Lightmass will work the same.

      Also note: the script can't change from CPU to GPU lightmass while the Unreal Editor is running, so the script will check for that and disable the option accordingly.

      The only file that has the changes for quality, and the only file that is in any way different between the different packs, is GPULightmassKernel.dll (I did a binary compare of each file to be sure).

      Screenshot:
       
      Spoiler

      UPDATE 12/11/2018: New Version 0.3.2. Updated to work with UnrealEd 4.21 (Unified Settings). Allows to chage settings on the fly between different BaseLightmap.ini configurations.
      UPDATE 09/23/2018: Version 0.3.1 It now works with UnrealEd 4.20.3 and GPU Lightmass Unified Settings. Also created a menu to change Unified Settings quality choosing from the different presets. Fixed a bug with backup of CPU Lightmass that may not keep folder structure in the zip archive.
      UPDATE 09/22/2018: It currently works with up-to 4.20.2 as binary distributions for GPU Lightmass 4.20.3 are not available. The installer doesn't work either with Unified Settings, so I'm working on a new installer to work exclusively with it.
      UPDATE 08/23/2018 v0.2: Modified to allow easier updates of the engine. Fixed some bugs. better detection of some parameters and added a fail-safe in case it fails.TDR settings now in decimal instead of hexa .
      UPDATE 08/23/2018 v0.2.1: The script now actually checks for driver version and warns the user if the driver does not meet the requirement.
      This is just awesome. thank so much

      Comment


        YOOOO ! HOOOOLD ON!! WHAT if i don't want to use raytracing and I just want simple gpu lightmass. I mean why do you press us to buy RTX graphics? I don't need that now. AND RTX IS JUST A HUUUUGE OBTUSITY, WHY CAN'T YOU SEE IT. UGLY SHADOWS AND PLAIN LOOKS. WORLD STILL NEEDS QUALITY!
        Last edited by Grigorescu Marian Stelian; 03-19-2020, 04:45 AM.

        Comment


          any links for Gpu Lightmass For Unreal 4.25

          Comment


            GPU LIGHTMASS CRITICAL ERROR NOTICE:
            I have discovered that you can have critical error when starting to bake when you have nothing static to bake (known problem) or when you have problems with your object.
            Recently I had problems with mesh of one of the static objects and got GPU lightmass critical error when starting to bake.

            The problem was multiple overlaying of the same faces on each others ( not my model, some free one ).
            There was about 7 stacked faces groups in the mesh and even they had own islands in UV map for LM then GPULM had problems with it ( when the positions of their vertex were shared ).

            So keep in mind that when you will get this critical error you will have to find problematic object ( by elimination - moving to hidden level by groups or object by object ).

            https://www.artstation.com/tomaszmuszynski

            Comment


              I've been working on getting Rect light support into GPULightmass, I've got it working and picking up the lights. At the moment I'm simply treating the Rect light as a point light in the GPULightmass radiance gather code until I can figure out what the right equation looks like.

              Click image for larger version

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              Last edited by DigiTecK3D; 03-22-2020, 12:25 AM.
              DigiTecK3D - LinkedIn - Facebook - Twitter

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                hello i have this problem when i build the light : " GPUlightmass Kernel: lines 103: cudaCheckError: out of memory "

                i have a 1080ti 16 ddr4 of ram and a ryzen 7, i use the megascan library to texture the scene also some static meshe like the grass and decoration, the geometry was imported from revit through datasmith with default settings.
                did some body knows whats happening?

                Comment


                  Originally posted by Grigorescu Marian Stelian

                  Your problem is that you are a spoiled noob user with a 1080ti that doesn't know that you cant bake light with grass meshes because of the huge amount of tris...
                  You serious dude ? Instead of telling him what exactly the problem is you're calling him a spoiled noob with a 1080ti? Like what is this toxic behavior....

                  Comment


                    Originally posted by hectorz_2 View Post
                    hello i have this problem when i build the light : " GPUlightmass Kernel: lines 103: cudaCheckError: out of memory "

                    i have a 1080ti 16 ddr4 of ram and a ryzen 7, i use the megascan library to texture the scene also some static meshe like the grass and decoration, the geometry was imported from revit through datasmith with default settings.
                    did some body knows whats happening?
                    When using anything GPU related you need to keep an eye in memory usage.
                    I also work with geometry coming from REVIT or Grasshopper,/Rhino, they usually will be more than Unreal or any other realtime tool can handle.

                    You need to first clean up your geometry, create instances and review textures, usually from REVIT you'll end up with thousands of textures in all sizes that are actually no need it or can be optimized.
                    Also, landscaping, trees plants, and mostly grass have to be optimized, in some cases, realtime lighting can be a better choice rather than baking light, but of course, quality is sacrificed.
                    You need to find a balance of quality and performance in everything realtime related. For example, you could only bake light for your building and leave everything else movable or realtime lighting.

                    Now if you only need still images, then you may want to try the Raytracing features.

                    Comment


                      how do i solve this?
                      Attached Files

                      Comment


                        Originally posted by pax invictus View Post
                        GPU Lightmass 4.24.3

                        Binaries download

                        Source code
                        Thanks for this. A friend is trying this and getting invalid device symbol when trying to bake. Does that mean the gpu can't run gpu lightmass?
                        Last edited by Melvixz; 03-31-2020, 09:29 PM.
                        https://www.artstation.com/melviso
                        https://www.behance.net/melvisuzokf304

                        Comment


                          Originally posted by Melvixz View Post

                          Thanks for this. A friend is trying this and getting invalid device symbol when trying to bake. Does that mean the gpu can't run gpu lightmass?
                          The first post in this thread says it's only for NVidia GPUs. Would your friend happen to own an AMD card?
                          Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                          Unreal products: Dynamic Picture Frames, Neo Kinect

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                            Its an Nvidia 780m card (old of course). I checked the driver latest version.Nvidia hasn't updated the drivers for this card since last year if I am correct. I myself have used a Gtx 780M before with gpu lightmass in the past and it worked without any issues
                            Last edited by Melvixz; 04-02-2020, 01:25 AM.
                            https://www.artstation.com/melviso
                            https://www.behance.net/melvisuzokf304

                            Comment


                              Hi there! I'm using Gpu Lightmass to bake the light and sometimes it appears this strange shadow. I'm not sure about the cause. I have been trying different types of light and it looks that it appears when I use many number of stoplights. It never appears when I use pointlights or rectlights. Also I have checked the lightmaps and they have been set up properly. Can someone help me? Thanks in advance!
                              Attached Files

                              Comment


                                hello, I have a question if anyone knows why I have such a build error and how to fix it.------solved
                                but i have next problem,when i type ToggleLightmapPreview 1 my ue4 is crashed
                                Attached Files
                                Last edited by A100KA; 04-09-2020, 05:59 AM.

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