Originally posted by xmasjazzy
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Luoshuang's GPULightmass
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Hello everyone.
I have an issue in my light build introduced when I began adding LODs to my scene. I am aware that this is a limitation of GPULightmass, however my LOD'd meshes have black splotches on them due to LOD1 poking out of LOD0.
This is very problematic because I am working on a project that requires me to use LODs and unfortuntely going back to CPULightmass will increase my light build times exponentially.
As such, is there a work-around for this problem? Is this problem ever going to be addressed?
I am using UE 4.26 and the respective GPULightmass version.
Thank you.
P.S. - I have tried to see if I can reuse the Lightmap of LOD0 for the rest of the imported LODs (eg. LOD1, 2, etc.) but Unreal does not seem to support this. The built-in LOD generator however reuses the Lightmaps used in LOD0 for the rest of the generated LODs, which fixes the issue. This however is not optimal for my use-case scenario as I am REQUIRED to use imported LODs.
Last edited by Valentyn_L; 01-10-2021, 07:45 PM.
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Hello, how can I make sure that Unreal uses the GPU lightmass? I replaced the engine folder, but it still starts the normal light building. Also, I did try the lightmass configurater. Im using the latest Nvidia driver 461 and a Asus Rog 2070.System
ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB
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Originally posted by Valentyn_L View PostHello everyone.
I have an issue in my light build introduced when I began adding LODs to my scene..... - I have tried to see if I can reuse the Lightmap of LOD0 for the rest of the imported LODs (eg. LOD1, 2, etc.) but Unreal does not seem to support this. The built-in LOD generator however reuses the Lightmaps used in LOD0 for the rest of the generated LODs, which fixes the issue. This however is not optimal for my use-case scenario as I am REQUIRED to use imported LODs.
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Originally posted by ÅsmundSchei View PostHello, how can I make sure that Unreal uses the GPU lightmass? I replaced the engine folder, but it still starts the normal light building. Also, I did try the lightmass configurater. Im using the latest Nvidia driver 461 and a Asus Rog 2070.System
ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB
ArtStation
Artwork thread
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Ok... been asking and no one seems to know. Have you guys ported over a map/level of anything that's been baked with gpulightmass to a android device successfuly? I'm on 4.26 and no matter what I do I get the "lightmass need to he rebuild message" and the map has these heavy noise specks everywhere where there isn't much light. On the pc it looks flawless with no errors. But porting it to Android does not work due to my complaint. Have you guys had any success? Follow this link to see pics of what I'm talking about.
https://forums.unrealengine.com/deve...his-on-androidLast edited by syrom; 01-25-2021, 01:05 PM.
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Hi Guys,
Can Any One Please Help, Its My First Time Using Gpu Lightmass 4.26 And When Starting The Light Bake Process From Build Light Only, It Gives Me An Error (Invalid Device Symbol) . And It Stops Baking The Light,
And When I attempt To Bake It From Gpu Light Mass Dialog Box, There Is A Message That It Requires Ray Tracing To Be Enabled, Knowing That I Have Enabled It From Project Settings,
Iam Running UR4.26, Nvidia Quadro k4200, Two Processors Intel Xeon x5675
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Originally posted by fayyyad View Post... Iam Running UR4.26, Nvidia Quadro k4200
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Originally posted by maxbrown View PostThe Quadro K4200 is too old I'm afraid. You need an RTX20XX or higher for the Epic GPU Lightmass to work (you're showing the Epic GPU lightmass menu in the pic). You could try the GPU lightmass plugin from this topic. Its the older - original GPU lightmass plugin from the same dev (he works now for Epic) I guess that 'old' plugin could work.
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Same mistake... I downloaded the new version, and my project don't run on this correctly without the GPU lightmass modified... I'm feeling like a newbie ahah
I hope the new GPU come early...Last edited by wajchert.nicolas; 02-04-2021, 09:40 AM.
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