Originally posted by maxbrown
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Luoshuang's GPULightmass
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Originally posted by maxbrown View PostMaybe test again? I have a skylight & directional light on the persistent level and some lights and meshes on streaming levels with lighting scenario. All works fine as intended.Originally posted by parainfografia View Post
Me too!! For me its working fine also!
This plugin is suck a nice feature, the fast visualization of light baking is like a dream. So I can deal with these little inconveniences here and there...
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Originally posted by Melvixz View PostLuoshuang You mentioned turning off two sided materials to prevent darkened faces. Is there a way to get the faces that have their normal facing the other way to show in the editor?
This is a cloth mesh and it needs two sided material in ue4 to show the other side,:
EDIT: wordingLast edited by Luoshuang; 06-14-2018, 03:38 PM.
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Originally posted by Luoshuang View Post
There is an inherent limit of lightmaps in UE4: UE4 lightmaps work the best when your faces are single sided. If not then they will either turn black or lose directionality (which means normal maps will not work well with static lighting). I would advice you to model the cloth actually two sided to get proper directionality on both sides.
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Luoshuang
just for feedback,
I am currently working on a huge architectural project on vr. I did not have any problems GPU lightmass with the interior scenes. I only got one out of ram error on one another big interior scene. I fixed it by running it from command line.(thx again!)
Right now I have a big exterior scene but I can not get a GPU lightmass because of the lot of actors on level(even max 512 res lightmaps), and this natural, but is there an update possibility like:
Does the GPU have the ability to use virtual RAM during Lightmass?
If that were possible, it would be great to be able to get this huge scene bake on a single GTX970.
Last edited by Nocturness; 06-15-2018, 09:43 AM.Amberify Asset Pack | UE4.18 / 4.24
Neonfiy Asset Pack | UE4.18 / 4.24
Kinetica Asset Pack | UE4.23 / 4.24
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Originally posted by rafareis123 View PostRendered this entire apartment in 8 hours with a Quadro P6000 with 2k/4k lightmaps.
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Originally posted by Nocturness View PostLuoshuang
just for feedback,
I am currently working on a huge architectural project on vr. I did not have any problems GPU lightmass with the interior scenes. I only got one out of ram error on one another big interior scene. I fixed it by running it from command line.(thx again!)
Right now I have a big exterior scene but I can not get a GPU lightmass because of the lot of actors on level(even max 512 res lightmaps), and this natural, but is there an update possibility like:
Does the GPU have the ability to use virtual RAM during Lightmass?
If that were possible, it would be great to be able to get this huge scene bake on a single GTX970.
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Thank you for this enormus tool Luoshuang ! I'm enjoying like a child.
Originally posted by dustintinkler View Post
I have two quadro M6000 connected via swarm and 1 GTX 1080. The GTX 1080 did it faster. Any thoughts? I would have thought the quadros would have smoke the GTX. Could it be driver related as the GTX is newer?
It does I think, isn't it? Maybe a little freezed because the GPU is making calculations and it should move the graphics of the scene too? Maybe you can use a GPU for backing and another one for displaying.
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Luoshuang thank you! Amazing work!
Guys help me please - how correctly use the command line to bake lighting?
Engine/Binaries/Win64/UE4Editor-Cmd.exe "path\to\your\project\yourproject.uproject" -run=resavepackages -buildlighting -allowcommandletrendering -map=/Game/Maps/MyMap.umap
"path\to\your\project\yourproject.uproject"- I insert the path to my project and launch from Windows cmd and nothing works for me (((
"Engine/Binaries/Win64/UE4Editor" - possibly in this part need write the full path to UE4 - C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\Win64 ?
/Game/Maps/MyMap.umap what with this part? My umapis in another place and have another name.
It would be nice to get a step by step instruction. Thanks!
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Originally posted by Vrender View PostLuoshuang thank you! Amazing work!
Guys help me please - how correctly use the command line to bake lighting?
Engine/Binaries/Win64/UE4Editor-Cmd.exe "path\to\your\project\yourproject.uproject" -run=resavepackages -buildlighting -allowcommandletrendering -map=/Game/Maps/MyMap.umap
"path\to\your\project\yourproject.uproject"- I insert the path to my project and launch from Windows cmd and nothing works for me (((
"Engine/Binaries/Win64/UE4Editor" - possibly in this part need write the full path to UE4 - C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\Win64 ?
/Game/Maps/MyMap.umap what with this part? My umapis in another place and have another name.
It would be nice to get a step by step instruction. Thanks!
hi it's easy.
first u create shortcut "UE4Editor-Cmd.exe" on desktop. (from here C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\Win64)
second right click shortcut>properties>shortcut details.
paste this (check location and fill your details) :
"C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\Win64\UE4Editor-Cmd.exe" "C:\Users\XXXX\Documents\Unreal Projects\Project Name\xxx.uproject" -run=resavepackages -buildlighting -allowcommandletrendering -map=/Game/Maps/YourLevelName.umap
third - double click that shortcut and pray for "out of memory" error lolLast edited by Nocturness; 06-17-2018, 10:22 AM.Amberify Asset Pack | UE4.18 / 4.24
Neonfiy Asset Pack | UE4.18 / 4.24
Kinetica Asset Pack | UE4.23 / 4.24
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