Does anybody know a work around this issue I'm having with indirect lighting? It seems that I'm having indirect lighting artifacts in my archviz scene. When I'm far away from the object a "banding" artifact is very apparent. And when I get closer to the object, the banding disappears. I'm currently running GPU lightmass on 4.25 with raytraced reflections only, and an HDRI backdrop blueprint witht the skylight mobility set to stationary.
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Originally posted by danibb View PostHello,
i am having this problem with some large lightmaps. I think it is related to mip. When i am closer lightmap seems to be smooth, but at some distance i get this kind of compression banding.... any ideas? I have already built at top quality settings, lightmap resolution, is hight, compression is disabled.
Edit:
i have disabled mip gen setting in the lightmap (lucky i found it), to no mip maps. and now it look ok.
Question: Is there a way to force all lightmaps to nomipmap?
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UE4.26 preview7 Open RayTracing, start GPU Lightmass plugin, UE4 crashes, please help...
Fatal error: [Filel error:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 5232] Failed to compile global shader FStationaryLightShadowTracingRGS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_D3D12RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
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Originally posted by jingweifln View PostUE4.26 preview7 Open RayTracing, start GPU Lightmass plugin, UE4 crashes, please help...
Fatal error: [Filel error:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 5232] Failed to compile global shader FStationaryLightShadowTracingRGS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_D3D12RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
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HI
I am getting this error when i bake a 4 storey house in UE4.25
I am using GPU lightmass there are only 1609 actors and 2163 unbuilt objects to be built.
Any ideas how to fix this error?
09:47:24: LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
09:47:24: CreateProc failed: The system cannot find the file specified. (0x00000002)
09:47:24: LogWindows: Warning: URL: ../DotNET/AutoReporter.exe 21484 "UE4AutoReportDump.txt" "UnrealLight_WINDOWS-VUG3MTE_D0B4E56149EA0B0B8917ADBC0979F349.log" "UE4AutoReportIniDump.txt" "" -unattended
09:47:24: URL: ../DotNET/AutoReporter.exe 21484 "UE4AutoReportDump.txt" "UnrealLight_WINDOWS-VUG3MTE_D0B4E56149EA0B0B8917ADBC0979F349.log" "UE4AutoReportIniDump.txt" "" -unattended
09:47:24: LogLightmass: Error: Couldn't start up the Auto Reporting process!
09:47:24: Couldn't start up the Auto Reporting process!
09:47:24: *** CRITICAL ERROR! Machine: WINDOWS-VUG3MTE
09:47:24: *** CRITICAL ERROR! Logfile: UnrealLight_WINDOWS-VUG3MTE_D0B4E56149EA0B0B8917ADBC0979F349.log
09:47:24: *** CRITICAL ERROR! Crash report:
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Hi! I'm facing a problem with Rect lights. They are literally not working at all, not casting shadows, not emitting GI, at all. Working in an archviz project. The baked result is the same raster cone it creates by default (Yes, it is a static light)
Directional Lighting works normally, but the scene we are working on requires both.
4.25.4
On a 1660 Super
GPU Lightmass
CPU Lightmass:
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Originally posted by The_Fuchsen View PostHi! I'm facing a problem with Rect lights. They are literally not working at all, not casting shadows, not emitting GI, at all. Working in an archviz project. The baked result is the same raster cone it creates by default (Yes, it is a static light)
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Originally posted by The_Fuchsen View Post
You already have GI from your sky, try illuminating with nothing more than Rect Light, they are not emitting GI.
Last edited by JohnDow; 12-04-2020, 04:43 PM.
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Originally posted by ASMS2015 View Posti Hve Problem in 4.26 after i build light with gpulightmass i found that there is flickering in lightmass .. seems to be reloaded Everytime ..
please someone Help me
and i have quiestion .. is There any way to stor the raytrace shadows after build .. ?
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