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    How I install Luoshuang's GPULightmass with 4.24.3 version? I don´t found any folder for this version...

    Comment


      Originally posted by nina11 View Post
      How I install Luoshuang's GPULightmass with 4.24.3 version? I don´t found any folder for this version...
      Extract the .rar file that Pax invictus posts in this threads into your 4.24\Engine folder. Theirs a readme in his documentation as well

      Comment


        I am so confused. I have a project done in Unreal Engine 4.23. What files do I need to copy for that? Can I switch between CPU and GPU build when this is done?

        Comment


          Originally posted by Juha Ojala View Post
          I am so confused. I have a project done in Unreal Engine 4.23. What files do I need to copy for that? Can I switch between CPU and GPU build when this is done?
          Extract the .rar file that Pax invictus posts in this threads into your 4.23\Engine folder. Theirs a readme in his documentation as well. To revert back to CPU, just verify your engine files

          Comment


            HI Everybody,

            i still love this magic tool! It's sooo cool!! (I'm still on 4.19)

            But there's one thing I can't get working right; foliage.

            My flowers (create with the foliage UE tool) are "burned" a bit ...
            (see attached)

            And with trees I have an other issue, setting them to static leads to very dark leaves.
            Setting them to stationary they don't look good...

            Beside off trying several things, turning off "two-Side" in the leave material, "erases" half of the tree...
            and doesn't make any difference...

            All foliage assets are take from the foliage-pack.

            ANY HINTS where to look at or work-around would be great!

            Thanks a lot in advance.

            Jxrg

            Attached Files

            Comment


              I have this error on 4.24.3. Anybody have an idea??

              Comment


                In new file i have this
                15:42:09: [Interface:TryOpenConnection] Local connection established
                15:42:09: [Job] Accepted Job C19B6EDC-4424072E-509FC8B7-E7011495
                15:42:11: [Job] Launched Job UnrealLightmass_2020-03-07_00-45-00_1146880-64bit.exe
                15:42:11: [Job] PID is 4012
                15:42:11: [Job] GUID is "C19B6EDC-4424072E-509FC8B7-E7011495"
                15:42:11: LogLightmass: Display: Lightmass Win64 started on: MARTE. Command-line: C19B6EDC4424072E509FC8B7E7011495
                15:42:11: Failed to determine engine directory: Defaulting to ../../../Engine/
                15:42:11: Failed to load 'aqProf.dll' (GetLastError=126)
                15:42:11: File 'aqProf.dll' does not exist
                15:42:11: Failed to load 'VtuneApi.dll' (GetLastError=126)
                15:42:11: File 'VtuneApi.dll' does not exist
                15:42:11: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
                15:42:11: File 'VtuneApi32e.dll' does not exist
                15:42:11: Lightmass Win64 started on: MARTE. Command-line: C19B6EDC4424072E509FC8B7E7011495
                15:42:11: LogLightmass: Display: Processing scene GUID: C19B6EDC4424072E509FC8B7E7011495 with 14 threads
                15:42:11: Processing scene GUID: C19B6EDC4424072E509FC8B7E7011495 with 14 threads
                15:42:11: Building static lighting...
                15:42:11: [OpenConnection] Registering TCP channel ...
                15:42:11: [OpenConnection] Connecting to agent ...
                15:42:11: [TryOpenConnection] Testing the Agent
                15:42:11: [TryOpenConnection] Opening Connection to Agent
                15:42:11: [TryOpenConnection] Local Process ID is 4012
                15:42:11: [Job] Found a parent connection for PID 4012
                15:42:11: [Job] 1978D0CB -> 6A6C886D
                15:42:11: [Interface:TryOpenConnection] Local connection established
                15:42:11: Skylight import processing 0.004s with CubemapSize 128
                15:42:11: Measured CPU frequency: 3.60 GHz
                15:42:11: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
                15:42:11: Number of texture mappings: 10
                15:42:11: Number of fluid mappings: 0
                15:42:11: Number of landscape mappings: 0
                15:42:11: Number of BSP mappings: 0
                15:42:11: Number of static mesh instance mappings: 10
                15:42:11: Reserving memory for 10 meshes, 3235 vertices, 5360 triangles
                15:42:11: Reserving memory for 0 meshes, 0 vertices, 0 triangles
                15:42:11: Scene surface area calculated at 4.445 million units (61.125% of the estimated 7.272 million units)
                15:42:11: Importance volume surface area calculated at 4.445 million units (0.000% of the estimated 0.000 million units)
                15:42:11: Embree Build 0.0s
                15:42:11:
                15:42:11:
                15:42:11: Collision Mesh Overview:
                15:42:11: Num Triangles : 1392
                15:42:11: MeshInfos : 0.0Mb
                15:42:11: UVs : 0.0Mb
                15:42:11: LightmapUVs : 0.0Mb
                15:42:11: Embree Used Memory : 0.1Mb
                15:42:11:
                15:42:11:
                15:42:11: Processing...
                15:42:12: GPULightmass Kernel: Importing mesh: 1027 vertices, 1392 triangles
                15:42:12: GPULightmass Kernel: Embree SBVH Construction finished, 7MS
                15:42:12: GPULightmass Kernel: Convert to CudaBVH finished, 0MS
                15:42:12: GPULightmass Kernel: GPU BVH video memory size: 0.05MB, triangle payload size: 0.11MB
                15:42:12: GPULightmass Kernel: Bind CudaBVH finished, 1MS
                15:42:12: GPULightmass Kernel: GPU triangle parameterization data size: 0.04MB
                15:42:12: GPULightmass Kernel: 0 masked collision maps imported
                15:42:12: GPULightmass Kernel: 1 directional lights, 0 point lights and 0 spot lights imported
                15:42:12: Started task graph with 4 named threads and 18 total threads with 1 sets of task threads.
                15:42:12: GPULightmass Kernel: Total surface cache video memory data: 0.51MB
                15:42:12: GPULightmass Kernel: RadiosityPass 0
                15:42:12: GPULightmass Kernel: RadiosityPass 1
                15:42:12: GPULightmass Kernel: RadiosityPass 2
                15:42:12: GPULightmass Kernel: RadiosityPass 3
                15:42:12: GPULightmass Kernel: RadiosityPass 4
                15:42:12: GPULightmass Kernel: RadiosityPass 5
                15:42:12: GPULightmass Kernel: RadiosityPass 6
                15:42:12: GPULightmass Kernel: RadiosityPass 7
                15:42:12: GPULightmass Kernel: RadiosityPass 8
                15:42:12: GPULightmass Kernel: RadiosityPass 9
                15:42:12: GPULightmass Kernel: RadiosityPass 10
                15:42:12: GPULightmass Kernel: RadiosityPass 11
                15:42:12: GPULightmass Kernel: RadiosityPass 12
                15:42:12: GPULightmass Kernel: RadiosityPass 13
                15:42:12: GPULightmass Kernel: RadiosityPass 14
                15:42:12: GPULightmass Kernel: RadiosityPass 15
                15:42:12: GPULightmass Kernel: RadiosityPass 16
                15:42:12: GPULightmass Kernel: RadiosityPass 17
                15:42:12: GPULightmass Kernel: RadiosityPass 18
                15:42:12: GPULightmass Kernel: RadiosityPass 19
                15:42:12: GPULightmass Kernel: RadiosityPass 20
                15:42:12: GPULightmass Kernel: RadiosityPass 21
                15:42:12: GPULightmass Kernel: RadiosityPass 22
                15:42:12: GPULightmass Kernel: RadiosityPass 23
                15:42:12: GPULightmass Kernel: RadiosityPass 24
                15:42:12: GPULightmass Kernel: RadiosityPass 25
                15:42:12: GPULightmass Kernel: RadiosityPass 26
                15:42:12: GPULightmass Kernel: RadiosityPass 27
                15:42:12: GPULightmass Kernel: RadiosityPass 28
                15:42:12: GPULightmass Kernel: RadiosityPass 29
                15:42:12: GPULightmass Kernel: RadiosityPass 30
                15:42:12: GPULightmass Kernel: RadiosityPass 31
                15:42:12: GPULightmass Kernel: GPU accumulated time: 0.288s (Current: 288.143MS), 452.09MRays/s, 127213 texels
                15:42:14: [Job] Job is a success!
                15:42:14: GPULightmass Kernel: GPU accumulated time: 0.223s (Current: 222.714MS), 217.95MRays/s (Current: 217.95MRays/s), 23701 texels, 215x215 texture
                15:42:14: Lighting 17.2%
                15:42:14: Lighting 27.9%
                15:42:14: Lighting 38.5%
                15:42:14: Lighting 47.1%
                15:42:14: Lighting 55.8%
                15:42:14: Lighting 64.4%
                15:42:14: Lighting 100.0%
                15:42:15:
                15:42:15:
                15:42:15: Total Static Lighting time: 0.62 seconds, 14 threads
                15:42:15: 0.8% 0.0s Scene setup
                15:42:15: 96.6% 0.6s Lighting
                15:42:15: 2.6% 0.0s Unaccounted
                15:42:15:
                15:42:15:
                15:42:15:
                15:42:15: Total busy Lighting thread seconds: 0.29
                15:42:15: 39.7% 0.1s Texel and vertex setup
                15:42:15: 28.9% 0.1s Direct lighting
                15:42:15: 0.0% 0.0s Area shadows with 0.000 million rays
                15:42:15: 3.9% 0.0s Signed distance field source sparse sampling
                15:42:15: 22.1% 0.1s Signed distance field source refining sampling
                15:42:15: 2.6% 0.0s Signed distance field transition searching
                15:42:15: 0.2% 0.0s Unaccounted
                15:42:15: 0.0% 0.0s Block on indirect lighting cache tasks
                15:42:15: 0.0% 0.0s Block on IrradianceCache Interpolation tasks
                15:42:15: 5.2% 0.0s Volumetric Lightmap - 0.001 million samples
                15:42:15: 0.4% 0.0s VoxelizationTime
                15:42:15: 0.0% 0.0s GatherImportancePhotons
                15:42:15: 0.2% 0.0s DirectLightingTime
                15:42:15: 23.8% 0.1s FinalGatherTime
                15:42:15: 26.0% 0.1s Unaccounted
                15:42:15:
                15:42:15:
                15:42:15: Indirect lighting cache task thread seconds: 0.00
                15:42:15: -nan(ind)% 0.0s FirstBounceRayTraceTime for 0.000 million rays
                15:42:15: -nan(ind)% 0.0s CalculateExitantRadiance
                15:42:15:
                15:42:15: Traced 0.224 million first hit visibility rays for a total of 0.0 thread seconds (8.650 million per thread second)
                15:42:15: Traced 0.000 million boolean visibility rays for a total of 0.0 thread seconds (-nan(ind) million per thread second)
                15:42:15: Scene radius 760.7, Importance bounds radius 0.0
                15:42:15: 10 Mappings, 0.045 million Texels, 0.030 million mapped texels
                15:42:15:
                15:42:15: 3.3% of Total Lighting thread seconds on Texture Mappings, 0% on Volume Samples, 5% on Volumetric Lightmap, 0% on Visibility, 91.5% Unaccounted
                15:42:15: 1 Lights total, 0.0 Shadow rays per light sample on average
                15:42:15: Signed distance field shadows: 6.8 average upsample factor, 0.024 million sparse source rays, 0.075 million refining source rays, 0.004 million transition search scatters
                15:42:15:
                15:42:15: 0.0% Bounce 3 Irradiance cache miss rate (194540544.000 million lookups, 0.000 million misses, 0.000 million inside geometry)
                15:42:15: 0.0% Bounce 5 Irradiance cache miss rate (18446744027136.000 million lookups, 4294.967 million misses, 0.000 million inside geometry)
                15:42:15: 0.0% Bounce 7 Irradiance cache miss rate (0.000 million lookups, 0.000 million misses, 0.131 million inside geometry)
                15:42:15: 0.0% Bounce 8 Irradiance cache miss rate (140730832.000 million lookups, 0.000 million misses, 814879.313 million inside geometry)
                15:42:15: 0.0% Bounce 9 Irradiance cache miss rate (140728400.000 million lookups, 1342.177 million misses, 0.001 million inside geometry)
                15:42:15: 0.0% Bounce 12 Irradiance cache miss rate (140730832.000 million lookups, 0.000 million misses, 0.000 million inside geometry)
                15:42:15: 0.0% Bounce 13 Irradiance cache miss rate (18446744027136.000 million lookups, 0.000 million misses, 814879.313 million inside geometry)
                15:42:15: 114.3% Bounce 14 Irradiance cache miss rate (30064.771 million lookups, 34359.738 million misses, 4294.967 million inside geometry)
                15:42:15: 0.0% Bounce 16 Irradiance cache miss rate (2999182.500 million lookups, 0.000 million misses, 0.000 million inside geometry)
                15:42:15: 100.0% Bounce 17 Irradiance cache miss rate (140730864.000 million lookups, 140730864.000 million misses, 0.000 million inside geometry)
                15:42:15: 115.7% Bounce 22 Irradiance cache miss rate (4575657459712.000 million lookups, 5296233119744.000 million misses, 1233.125 million inside geometry)
                15:42:15: 0.0% Bounce 23 Irradiance cache miss rate (5255700938752.000 million lookups, 811748.813 million misses, 812889.938 million inside geometry)
                15:42:15: 0.0% Bounce 24 Irradiance cache miss rate (811748.813 million lookups, 0.000 million misses, 0.000 million inside geometry)
                15:42:15: 38242086813696.0% Bounce 25 Irradiance cache miss rate (0.000 million lookups, 140730864.000 million misses, 0.000 million inside geometry)
                15:42:15: 214748364800.0% Bounce 28 Irradiance cache miss rate (8589.935 million lookups, 18446744027136.000 million misses, 4294.967 million inside geometry)
                15:42:15: 19000.0% Bounce 32 Irradiance cache miss rate (4294.967 million lookups, 816043.813 million misses, 0.000 million inside geometry)
                15:42:15: Final Gather: 0.0s on 0.000 million base samples, 0.0s on 0.000 million refining samples for 3 refinement levels.
                15:42:15: 179.7 Mb Peak Working Set
                15:42:15:
                15:42:15:
                15:42:15: Lightmass on MARTE: 3.76 sec total, 64 ms importing, 4 ms setup, 3 ms photons, 2.96 sec processing, 0 ms extra exporting [10/10 mappings]. Threads: 44.3 sec total, 210 ms processing.
                15:42:15: Lighting complete [Startup = 64 ms, Lighting = 3.54 sec]
                15:42:15: Failed to send back log file through Swarm!
                15:42:15: [CloseConnection] Closing connection 6A6C886D using handle 6A6C886D
                15:42:15: [CloseConnection] Connection confirmed for disconnection 6A6C886D
                15:42:15: [CloseConnection] Connection disconnected 6A6C886D
                15:42:15: [GetMessage] Safely returning to 6A6C886D with no message
                15:42:15: [CloseConnection] Closing connection 1978D0CB using handle 1978D0CB
                15:42:15: [CloseConnection] Connection confirmed for disconnection 1978D0CB
                15:42:15: [CloseConnection] Closing orphaned Job (C19B6EDC-4424072E-509FC8B7-E7011495)
                15:42:15: [CloseConnection] Connection disconnected 1978D0CB
                15:42:15: [GetMessage] Safely returning to 1978D0CB with no message
                15:42:15: [MaintainConnections] Local connection has closed (6A6C886D)
                15:42:15: [MaintainConnections] Local connection has closed (1978D0CB)
                15:42:15: [MaintainConnections] Removed connection 6A6C886D
                15:42:15: [MaintainConnections] Removed connection 1978D0CB
                15:42:15: [MaintainConnections] All connections have closed

                Comment


                  Hi guys,

                  Is this gpu usage normal?
                  Attached Files

                  Comment


                    Best experience Game Ready Driver or Studio Driver ?

                    Comment


                      Hello, I post it just to share my observation. I use 4.24.3 with GPU Lightmass and had a constant problem with Lightmass crashes. The problem was with the terrain, I had some static geometry attached to it. After detaching trees and turning static shadow off it finally worked.

                      Comment


                        Hi,
                        does anybody have a solution to this problem? Here I'm using UE dev-rendering (4.26) and I also baked the scene using GPU Lightmass. How you can see there are some problems when I bake rounded objects. The smoothing groups are not working properly here you can find more info: https://answers.unrealengine.com/questions/956758/ue-faceted-smoothing-groups-after-baking-luoshuang.html

                        smoothing groups after baking artifact

                        Comment


                          Normally this bug is resolved with this commit
                          https://github.com/EpicGames/UnrealE...7cf0b2f87d622f

                          Comment


                            Originally posted by Julian Vinet View Post
                            Normally this bug is resolved with this commit
                            https://github.com/EpicGames/UnrealE...7cf0b2f87d622f
                            Yes, I confirm! This morning my computer finally compiled Unreal Engine 4.26. When VS finished building I don't know why sometimes I'm getting this error:

                            Click image for larger version

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                            But It's strange because it's not my first time that I build the engine I did It 2 days ago and it was everything ok... Anyway I launched it and even if there was this error it was working...
                            I made quick plane and cylinder in max with uvs and smoothing groups and I tested It, the result was amazing! And since I have an RTX 2070 it took no time to render.

                            Click image for larger version

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                            Settings:
                            - ShadowSamplePerTexel = 1024
                            - SampleperTexel = 1024
                            - PointLight (Source Radius = 40)
                            - Lightmap Res = 1024


                            I also tried increasing more the Source radius of the light (160) and I got this result with the same settings:

                            Click image for larger version

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                            But I think it's ok, after I will trow a high res texture on the surface that edge will not be noticeable...

                            GPULightmass is really good feature it's solving a lot of problems:
                            - Baking Time
                            - Edge Bleeding
                            - Smoothing Groups Faceting Artifacts
                            - Modular Assets Baking problems ecc...

                            I really can't wait to see it on the official release!

                            Comment


                              Originally posted by christianstamati View Post

                              Yes, I confirm! This morning my computer finally compiled Unreal Engine 4.26.
                              1) Does disabling denoiser (r.GPULightmass.DenoiseGIOnCompletion=0) help with the edge problem?
                              2) There are advanced methods like Caching GI Engine (https://github.com/EpicGames/UnrealE...311fd423bd0163) and Ray Guiding (https://github.com/EpicGames/UnrealE...7c3636ad941556). Read the comments of the commits to see how to use them

                              Comment


                                Hi,

                                I have some problem with a scene that I have baked a lot of time but not I have this issue...
                                Which is the reason? It can't be a RAM problem because I've already bake this scene! I also tried to transfer the model to a new file but same error .....

                                Thanks!



                                Attached Files

                                Comment

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