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Luoshuang's GPULightmass

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    Thank you very much for this tool. Please open source or add ability to modify build setting somehow. Because even now ultrahigh setting are not enough for me. Thank you very much.

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      Originally posted by Footman View Post
      Thank you very much for this tool. Please open source or add ability to modify build setting somehow. Because even now ultrahigh setting are not enough for me. Thank you very much.
      I think if you raise your lightmap resolution high enough you'll get amazing results...

      Comment


        Originally posted by Makigirl View Post

        I think if you raise your lightmap resolution high enough you'll get amazing results...
        well i have some shadow artifacts that i dont have with default lightning build. even with high res lightmap meshes.

        Comment


          Luoshuang,

          On the first page you said that the world settings are not taken into account with the exception of the number of bounces but you also suggest using the Production setting for the lighting quality. Can you explain what each of the settings (Production, High, Medium, Preview.) does to the calculation and quality?.

          Also what about the BaseLightmass.ini file, is there anything there we can tweak there?

          Speaking of the ini file, perhaps you can add gpu specific settings there that we can tweak to control the quality/speed settings while the gui is available?

          Thanks,
          Guillermo Leal LLaguno
          www.steelbluellc.com

          Comment


            Originally posted by Melvixz View Post

            ''The lunch timed out and was terminated''

            Any ideas why this might be happening?
            Try further increasing TDR to something like 300, 400 etc.

            Originally posted by lukesenna1998 View Post
            Hey Guys,

            I was wondering if anyone has managed to set up a swarm so that I can bake the Lightmass with multiple GPU's.
            If so please let me know because when I try this the swarm status of my client PC stays Unassigned.

            I also have a small feature request. It would be great if you could bake the lightmass of only the selected item. So that I don't have to recalculate everything.
            It looks like unassigned swarm agent is a swarm bug rather than related to GPULightmass; Selective lightmap baking is something I want to support, but not very soon.

            Originally posted by Guillermo Leal View Post
            Luoshuang,

            Amazing stuff !
            Do you plan to support IES ligths in the near future?
            IES support wont come in the near future since I'm still working on the core sampling algorithm.


            Originally posted by Guillermo Leal View Post
            Luoshuang,

            On the first page you said that the world settings are not taken into account with the exception of the number of bounces but you also suggest using the Production setting for the lighting quality. Can you explain what each of the settings (Production, High, Medium, Preview.) does to the calculation and quality?.

            Also what about the BaseLightmass.ini file, is there anything there we can tweak there?

            Speaking of the ini file, perhaps you can add gpu specific settings there that we can tweak to control the quality/speed settings while the gui is available?

            Thanks,
            Since direct lighting is still calculated on CPU, they will be affected by legacy Lightmass settings. That's the reason why I suggest higher settings to avoid issues unrelated to GPULightmass.
            Currently no setting parameters are exposed in inis.

            Comment


              Hey Luos, I have to ask, since your GPU calculated uses a brute force approach instead of irradience caching, does that mean the seams/artifacts caused by the lack of UE4's native lightmass due to the lack of a final merge aren't an issue? I remember reading another post about the issue and you saying you were working on some sort of solution

              Comment


                Originally posted by Riley1389 View Post
                Hey Luos, I have to ask, since your GPU calculated uses a brute force approach instead of irradience caching, does that mean the seams/artifacts caused by the lack of UE4's native lightmass due to the lack of a final merge aren't an issue? I remember reading another post about the issue and you saying you were working on some sort of solution
                Just try it yourself and see

                Comment


                  Luoshuang,

                  This is amazing, a project that was taking 15 hours with 5 computers and still had lots of strange noise is now taking 4 hours on a single video card, with amazing detail.

                  Is it possible to compile another version with higher quality?, There are parts that still have noise.

                  Amazing work
                  Guillermo Leal LLaguno
                  www.steelbluellc.com

                  Comment


                    Thanks Luoshuang, I've tested the GPU renderer in 4 different projects, with improved results overall and reduced rendering times (of course). I don't think I'm going back to CPU rendering anytime soon.


                    Originally posted by Luoshuang View Post
                    Since direct lighting is still calculated on CPU, they will be affected by legacy Lightmass settings. That's the reason why I suggest higher settings to avoid issues unrelated to GPULightmass.
                    Currently no setting parameters are exposed in inis.
                    General question, I'm still having these spots when it comes to direct lighting (attached images), I'm using stationary lights, production settings and Num Indirect Lighting Bounces=100, should I look into other values if this is done in CPU, or where should I be looking to fix this?

                    Also, given that I've reduced production times from 4-7 hours to 17-45 mins (roughly), and I was always baking overnight, is there any chance that these values can be increased for more and more quality?

                    Thanks a lot, good work



                    EDIT: As it is written in the first post
                    • Since adaptively placing more samples around corners (known as Retrace in vray) hasn't been implemented you may see sploches.
                    I think I got my answer
                    Last edited by Valthrudnir; 05-04-2018, 06:08 AM.

                    Comment


                      GPU lightmass is amazing thank you.
                      so as much as i learn there is no way to increase quality but increase the light map resolution correct me if i am wrong.
                      how to get rid of this noisy wall Click image for larger version

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                        it looks like there is no multi bounce skylight, or is there something specific to do?. Changing the Num Sky Lighting Bounces has no effect.
                        Guillermo Leal LLaguno
                        www.steelbluellc.com

                        Comment


                          Originally posted by Guillermo Leal View Post
                          it looks like there is no multi bounce skylight, or is there something specific to do?. Changing the Num Sky Lighting Bounces has no effect.
                          multi bounce has set to 6,,this wall is a little bit far from windows.is there any way to increase the quality ?maybe by changing some value in baselightmass.ini?

                          Comment


                            i tried it now and i will never look back.
                            this is such a relief. no light/shadow-leaks and an awesome quality in just some minutes.
                            it is really something that should be available by default. such a tremendous improvement. it's a crime it wasn't implemented by now.
                            thank you so much Luoshuang
                            i would even pay for it. do you have a payoneer or paypal to send you sum bucks?

                            Comment


                              is it not support 4.19.2? build keep crash!!

                              Comment


                                Originally posted by stanrealvisual View Post
                                is it not support 4.19.2? build keep crash!!
                                It works perfectly in 4.19.2
                                LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

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