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    Originally posted by Cheshire Dev View Post

    Wait... Does it mean you gonna work on GPU Lightmass as regular Epic employee?
    Please let the rendering Gods show us favor and let this be true

    Comment


      I finally build one of the 3rd party UE4 forks with GPULightmass. How would I know UE4 is using GPULightmass and not vanilla Lightmass ? When I built lighting on a very small level, I didn't see any special progress indicator. Everything seemed as usual. Since level was tiny, I can't really tell building speed difference.

      Comment


        Originally posted by motorsep View Post
        I finally build one of the 3rd party UE4 forks with GPULightmass. How would I know UE4 is using GPULightmass and not vanilla Lightmass ? When I built lighting on a very small level, I didn't see any special progress indicator. Everything seemed as usual. Since level was tiny, I can't really tell building speed difference.
        The attached screencap is a new window you should have with the GPU lightmass when you start a bake. The CPU (OG) lightmass doesn't have it.
        Antoine Guillo, FR
        Virtual Reality Designer
        https://groupe-legendre.com/

        Comment


          Originally posted by LegendreVR View Post

          The attached screencap is a new window you should have with the GPU lightmass when you start a bake. The CPU (OG) lightmass doesn't have it.
          Hmm... I didn't see that one

          Comment


            I had the issue with freezing baking status windows when I switched lightmap resolution to 4K, but 2K worked fine. Please lower some lightmaps to 2K or lower.

            Comment


              Alright, getting another issue

              Initially I followed the instructions, copied files where they should be and of course those files got overwritten during solution build process. That's why I wasn't getting any indicator for GPULightmass building lighting.

              However, after I copied GPULightmass files over the freshly built engine, I got this error (screenshot attached). Any idea what's going on?

              Thanks beforehand

              P.S. I am not sure why it's not taking this path "../Win64/GPULightmassKernel.dll" - the file is there.

              P.P.S. Now that I am thinking about this in the morning, I might have updated the source with newer release, but never updated the code in Lightmass.cpp
              Attached Files
              Last edited by motorsep; 05-30-2018, 09:58 AM.

              Comment


                Originally posted by Luoshuang View Post

                The total number of samples taken by the Brute Force GI Engine is fixed:

                Fast Preview: 16 * 16 * 2 = 512
                Medium Quality: 32 * 32 * 2 (Fixed) + 32 * 32 * 2 (Adaptive) = 4096
                Ultra High: 64 * 64 * 2 (Fixed) + 64 * 64 * 2 (Adaptive) = 16384

                However, the secondary radiosity caching GI engine does accept a parameter to reduce/increase the quality: MappingSurfaceCacheDownsampleFactor (minimum 1) in BaseLightmass.ini. Basically the engine uses your lightmap resolution as a reference and divides it by the downsample factor to deduce the final indirect lighting resolution. Raising the downsample factor can reduce video memory consumption but can also introduce leaks. A workaround is to split the lightmap UV at where the lighting leaks.
                ========================

                if .ini is impossible yet
                can you make this hardcoded version for us ????

                Ultra Ultra High: 256 * 256 * 2 (Fixed) + 256 * 256 * 2 (Adaptive) = 262144


                Last edited by Farshid; 05-30-2018, 02:17 AM.

                Comment


                  portal lights doesnt work on GPU lightmass ?
                  it seams so
                  with or without portals took 30 minute to render

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                    similar to wilkes, I'm getting an error (attached)
                    Its not consistent though, was just testing a scene and went down to a very basic level, basically just a simple plane and point light. When that was the only object in the scene I would get that error immediately, however if I added a second mesh to the scene it would bake fine.
                    Attached Files

                    Comment


                      I used the high quality settings on a scene i am currently working on and when it baked, the lighting was extremely bright and blown out compared to default ligtmass.ini. Also, I have so much blotchy noise, even with the light turned way down its completely covered in noise. Should I have to completely rebuild my lighting from ground up to use this tool?

                      EDIT: MY BAD! I USED A LOT OF EMISSIVE AND AFTER SETTING BOOST TO '0'ON EACH MESH WITH EMISSIVE THE SCENE RENDERS REALLY NICELY. GREAT WORK:P
                      Last edited by gartht3d; 05-31-2018, 02:39 AM.

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                        my GPU Lightmass Try !!!
                        Render Time : 1 Hour
                        GPU : GTX 1060













                        Last edited by Farshid; 05-31-2018, 01:33 AM.

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                          Congratulation!
                          Originally posted by Luoshuang View Post

                          While I would like to work and debug the problems you guys have, I'm currently on my relocation to Cary, NC and my desktop computer is still in transport so I cannot work on codes. Sorry for that!

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                            Originally posted by Farshid View Post
                            my GPU Lightmass Try !!!
                            Render Time : 1 Hour
                            GPU : GTX 1060
                            Perfect lighting!
                            I'm curious to know if you had to configure something special in the lights...

                            my results are far from yours...
                            I have just a Directional light and a skylight with the default settings, and my scene is almost black... To see some indirect light I have to boost the indirect light intensity from to something like 100. But even then the results aren't as good as yours...

                            ‚Äč

                            Comment


                              Originally posted by Farshid View Post
                              my GPU Lightmass Try !!!
                              Render Time : 1 Hour
                              GPU : GTX 1060
                              Looking really smooth !

                              Could you share your lighting setups with us ?
                              Antoine Guillo, FR
                              Virtual Reality Designer
                              https://groupe-legendre.com/

                              Comment


                                Thank you Luoshuang for the amazing work!
                                I'm carrying out tests with emissive material and following the indications I do not get satisfactory results to reduce the sparkle effect. By increasing the resolution of the lightmap on the affected surfaces, the effect tends to disappearbut is not the right way. Probably I mistake the positioning of the LightmassReplace node.



                                Originally posted by Muchasty View Post
                                ...sparks made from the one of LED emitter in my coffee machine model ( added node LightmassReplace to avoid bake cause all what is an emitter is used to add the light to the scene by the GPU Light mass).
                                Can you post an image the correct positioning of the node?
                                Thanks!


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