How I install Luoshuang's GPULightmass with 4.24.3 version? I don´t found any folder for this version...
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Originally posted by Juha Ojala View PostI 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?
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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
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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
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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
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Normally this bug is resolved with this commit
https://github.com/EpicGames/UnrealE...7cf0b2f87d622f
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Originally posted by Julian Vinet View PostNormally this bug is resolved with this commit
https://github.com/EpicGames/UnrealE...7cf0b2f87d622f
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.
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:
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!
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Originally posted by christianstamati View Post
Yes, I confirm! This morning my computer finally compiled Unreal Engine 4.26.
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
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