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    Originally posted by motorsep View Post
    Luoshuang

    I'd love to build lighting using GPU, but then I'd like to use those lightmaps with another fork of UE4. How would I do that (if I could at all)?

    Any chance this solution will make it into 4.20 official branches ?
    The source installation method is mentioned in the main post

    Comment


      Hi,
      Can I use more than one GPUs that are in same motherboard?

      Comment


        Originally posted by Luoshuang View Post

        The source installation method is mentioned in the main post
        It should be in 4.20 anyway

        Comment


          This is so incredably awesome. Just want to say thank you so much!!!

          Comment


            I tryed to bake with swarm, my scene bake in 53s on my first PC, but when i active swarm with 4 PC, i exceed 2 min.... any idea? (my version is 4.19 VXGI version rebuild)

            Comment


              Apparently i have a large level that gives me an out of memory error after about 4 hours of rendering on swarm.. oddly enough it only takes 8-10 hours to render on default unreal stock renderer on production....

              How do i not get out of memory error?

              Comment


                Originally posted by kurylo3d View Post
                Apparently i have a large level that gives me an out of memory error after about 4 hours of rendering on swarm.. oddly enough it only takes 8-10 hours to render on default unreal stock renderer on production....

                How do i not get out of memory error?
                One way is to reduce the quality by setting MappingSurfaceCacheDownsampleFactor in BaseLightmass.ini to higher values like 4 or 8. Also I think you always want to use the fast preview quality preset firstly to check whether you will run into any errors so that you won't waste time .
                Last edited by Luoshuang; 05-23-2018, 03:21 AM.

                Comment


                  Originally posted by Luoshuang View Post

                  One way is to reduce the quality by setting MappingSurfaceCacheDownsampleFactor in BaseLightmass.ini to higher values like 4 or 8. Also I think you always want to use the fast preview quality preset firstly to check whether you will run into any errors so that you won't waste time .
                  Thanks for the response ill give it a try. What does MappingSurfaceCacheDownsampleFactor actually do?

                  Comment


                    I'm running this error when I try to compile! When I changed to GPU it was OK, but today..I changed two things on my scene and it appears.
                    Any idea how to repair?

                    Thanks.

                    <Nenhum> === Lightmass crashed: ===Unhandled Exception: 0x80000003
                    Unhandled Exception: 0x80000003

                    0x000000004322BA51 GPULightmassKernel.dll!UnknownFunction []
                    0x000000004312EE02 GPULightmassKernel.dll!UnknownFunction []
                    0x0000000043134A0D GPULightmassKernel.dll!UnknownFunction []
                    0x000000004313671D GPULightmassKernel.dll!UnknownFunction []
                    0x000000007883CFB2 UnrealLightmass.exe!UnknownFunction []
                    0x0000000078809691 UnrealLightmass.exe!UnknownFunction []
                    0x00000000787B1E41 UnrealLightmass.exe!UnknownFunction []
                    0x00000000787DCF32 UnrealLightmass.exe!UnknownFunction []
                    0x00000000787FED72 UnrealLightmass.exe!UnknownFunction []
                    0x000000007888CF70 UnrealLightmass.exe!UnknownFunction []
                    0x00000000B4E93034 KERNEL32.DLL!UnknownFunction []
                    0x00000000B6E51551 ntdll.dll!UnknownFunction []
                    0x00000000B6E51551 ntdll.dll!UnknownFunction []

                    Comment


                      And this is what the Swarm Agent's Log shows:


                      17:41:43: [Interface:TryOpenConnection] Local connection established
                      17:41:43: [Job] Accepted Job 3BAC86BB-42462A52-42C79395-84FFFC22
                      17:42:00: [Job] Launched Job UnrealLightmass_2018-04-14_15-00-09_1391616-64bit.exe
                      17:42:00: [Job] PID is 14288
                      17:42:00: [Job] GUID is "3BAC86BB-42462A52-42C79395-84FFFC22"
                      17:42:00: LogLightmass: Display: Lightmass Win64 started on: DESKTOP-SNFBN4F. Command-line: 3BAC86BB42462A5242C7939584FFFC22
                      17:42:00: Failed to determine engine directory: Defaulting to ../../../Engine/
                      17:42:00: Failed to load 'aqProf.dll' (GetLastError=126)
                      17:42:00: File 'aqProf.dll' does not exist
                      17:42:00: Failed to load 'VtuneApi.dll' (GetLastError=126)
                      17:42:00: File 'VtuneApi.dll' does not exist
                      17:42:00: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
                      17:42:00: File 'VtuneApi32e.dll' does not exist
                      17:42:00: Lightmass Win64 started on: DESKTOP-SNFBN4F. Command-line: 3BAC86BB42462A5242C7939584FFFC22
                      17:42:00: LogLightmass: Display: Processing scene GUID: 3BAC86BB42462A5242C7939584FFFC22 with 6 threads
                      17:42:00: Processing scene GUID: 3BAC86BB42462A5242C7939584FFFC22 with 6 threads
                      17:42:00: Building static lighting...
                      17:42:01: [OpenConnection] Registering TCP channel ...
                      17:42:01: [OpenConnection] Connecting to agent ...
                      17:42:01: [TryOpenConnection] Testing the Agent
                      17:42:01: [TryOpenConnection] Opening Connection to Agent
                      17:42:01: [TryOpenConnection] Local Process ID is 14288
                      17:42:01: [Job] Found a parent connection for PID 14288
                      17:42:01: [Job] 02D7CA36 -> 5D2B620A
                      17:42:01: [Interface:TryOpenConnection] Local connection established
                      17:42:01: Skylight import processing 0.006s with CubemapSize 128
                      17:42:02: Measured CPU frequency: 3.60 GHz
                      17:42:02: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
                      17:42:02: Number of texture mappings: 301
                      17:42:02: Number of fluid mappings: 0
                      17:42:02: Number of landscape mappings: 64
                      17:42:02: Number of BSP mappings: 18
                      17:42:02: Number of static mesh instance mappings: 301
                      17:42:03: Reserving memory for 383 meshes, 886983 vertices, 1257695 triangles
                      17:42:03: Reserving memory for 64 meshes, 97344 vertices, 184832 triangles
                      17:42:03: Scene surface area calculated at 2298.464 million units (53.518% of the estimated 4294.758 million units)
                      17:42:03: Importance volume surface area calculated at 1064.637 million units (102.888% of the estimated 1034.754 million units)
                      17:42:03: Embree Build 0.1s
                      17:42:03:
                      17:42:03:
                      17:42:03: Collision Mesh Overview:
                      17:42:03: Num Triangles : 1253727
                      17:42:03: MeshInfos : 0.0Mb
                      17:42:03: UVs : 9.3Mb
                      17:42:03: LightmapUVs : 9.3Mb
                      17:42:03: Embree Used Memory : 92.0Mb
                      17:42:03:
                      17:42:03:
                      17:42:03: Preallocated 0.2Gb for kDOP nodes and triangles
                      17:42:04: Building kDOP took 0.89 seconds.
                      17:42:04: Static lighting kDOP: 816964 nodes, 408483 leaves, 1633932 triangles, 884775 vertices
                      17:42:04: Static lighting kDOP: 23.305% wasted space in leaves
                      17:42:04: Preallocated 0.0Gb for kDOP nodes and triangles
                      17:42:04: Building kDOP took 0.11 seconds.
                      17:42:04: Static lighting kDOP: 931264 nodes, 465634 leaves, 1862536 triangles, 97344 vertices
                      17:42:04: Static lighting kDOP: 90.076% wasted space in leaves
                      17:42:04: Processing...
                      17:42:05: GPULightmass Kernel: Importing mesh: 884775 vertices, 1253320 triangles
                      17:42:06: GPULightmass Kernel: Embree SBVH Construction finished, 465MS
                      17:42:06: GPULightmass Kernel: Convert to CudaBVH finished, 501MS
                      17:42:07: GPULightmass Kernel: GPU BVH video memory size: 36.64MB, triangle payload size: 87.84MB
                      17:42:07: GPULightmass Kernel: Bind CudaBVH finished, 407MS
                      17:42:07: GPULightmass Kernel: GPU triangle parameterization data size: 32.62MB
                      17:42:07: GPULightmass Kernel: 64 masked collision maps imported
                      17:42:07: GPULightmass Kernel: 2 point lights and 3 spot lights imported
                      17:42:07: Started task graph with 4 named threads and 10 total threads with 1 sets of task threads.
                      17:42:13: GPULightmass Kernel: Total surface cache video memory data: 2009.42MB
                      17:42:13: GPULightmass Kernel: RadiosityPass 0
                      17:42:38: GPULightmass Kernel: Line 475: cudaCheckError: unspecified launch failure

                      Comment


                        Originally posted by Chassiloko View Post

                        17:42:38: GPULightmass Kernel: Line 475: cudaCheckError: unspecified launch failure
                        Follow the instructions in the main post to change your TDR settings.

                        Comment


                          "Follow the instructions in the main post to change your TDR settings."

                          you mean the first page? What is the name of the main post in case if its not the first page, please?

                          Comment


                            Originally posted by Chassiloko View Post
                            "Follow the instructions in the main post to change your TDR settings."

                            you mean the first page? What is the name of the main post in case if its not the first page, please?
                            You can easily find that thing by pressing Ctrl+F on the first page and type "TDR".

                            Comment


                              Thank you very much!!!

                              Comment


                                Originally posted by Luoshuang View Post
                                [*]Current the number of samples (quality settings) is hardcoded in the program and you cannot change it since I haven't found an reliable way to expose them to the user
                                Not even through .ini file setting ?

                                Comment

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