If you could recreate that same project in an older version of UE4 and share it (only the necessary things, of course), I could test it on 4.22 and 4.24 too, as I noticed some changes that I didn't like on 4.25. I addition we could see how is your actual exterior illumination. Maybe the sky is too powerful.
Hello again, just sended you a private message with a link to download the test I did to recreate my problen in 4.22. Just writing you here in case you do not recive my private message, if so, let me know and I paste here the download link.
Hello again, just sended you a private message with a link to download the test I did to recreate my problen in 4.22. Just writing you here in case you do not recive my private message, if so, let me know and I paste here the download link.
Thank you very much!
Hi Idgi,
Already tested! After quite tries, I can only conclude that it's an issue related to the lighting bounces on the external floor materials, and it seems to be right (or, at least, as expected with GPU lightmass, as far I know). If you try with a simple black material on floor and with a white one, you will notice it's simple depends on the "reflectiveness" of the surface material.
Already tested! After quite tries, I can only conclude that it's an issue related to the lighting bounces on the external floor materials, and it seems to be right (or, at least, as expected with GPU lightmass, as far I know). If you try with a simple black material on floor and with a white one, you will notice it's simple depends on the "reflectiveness" of the surface material.
Regards!
thank you very much!! that was what I suspected...sad, because I really preffer to work with the old bp sky than the new sunsky...I made some test with the new sunsky, and the results are much better...
old bp sky, indirect light coming from a window , you can see the window on all the walls, wich is not realistic at all
the new sunsky, more realistic GI scattering, but no clouds outside like the old one
After about a week trying to figure out the problem I found out and it is from using the GPU Lightmass.
So I updated from v4.25.1 to the v4.25.3 of Unreal but I didn't know I could't revert back to the previous version.
I tried to use the GPULightmass for the v4.25.1 in the lattest version 4.25.3
It works... but I am getting this noise shown on the picture bellow everywhere. Took a week to figure out that if I render with the CPU the noise goes away.
I am using a skylight and a HDRi only in the picture.
I also did a try on 4.24.3 version of Unreal with the correct GPULightmass and the same happens, but not when I use CPU.
thank you very much!! that was what I suspected...sad, because I really preffer to work with the old bp sky than the new sunsky...I made some test with the new sunsky, and the results are much better...
old bp sky, indirect light coming from a window , you can see the window on all the walls, wich is not realistic at all
(...)
the new sunsky, more realistic GI scattering, but no clouds outside like the old one
(...)
Hm! Could you share your SunSky settings, please?
I'm thinking maybe you are using the Sun inside it as Static or Stationary, with a high intensity value, and the Sky component inside the BP as Movable, maybe or with very low intensity?
Your external floor, which was quite grey-dark, is still as dark? or too burned out?
Because I'm getting the same result with both systems (when adjusting it it have the same settings)
thank you very much!! that was what I suspected...sad, because I really preffer to work with the old bp sky than the new sunsky...I made some test with the new sunsky, and the results are much better...
old bp sky, indirect light coming from a window , you can see the window on all the walls, wich is not realistic at all
the new sunsky, more realistic GI scattering, but no clouds outside like the old one
hi ldgi_,
i notice the same problem of wrong lighting with GPULM. UE ver. 4.25.3. GPULM ver. 4.25.1 (4.25.3 has the same issue).
I have try both with old bp sky and new sunsky no difference in my scene. Lower Hemisphere is solid color - unchecked. Default CPU Lightmass is ok.
Could you please send me exact this scene to test?
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