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    Originally posted by maxbrown View Post
    Maybe 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.
    Me too!! For me its working fine also!

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      Originally posted by maxbrown View Post
      Maybe 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!
      thanks for the feedback guys! I'll give another try on a future project. My current one only works with the lights in the same level, I tried everything, even replace the lights with the default settings, but nothing work as expected for some strange reason... and since this isn't a dealbreaker for this project, I can continue like this...

      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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        Every time I restart UE4 I am told that I need to rebuild lighting. It never happened when launcher releases with vanilla Lightmass. It happens all the time with source build and GPULightmass. Has anyone had the same issue ?

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          My GPU Lightbaking suddenly stopped working. I was able to use it pretty much everyday, so I don't know what happenned.

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            Luoshuang 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,:
            https://www.artstation.com/melviso
            https://www.behance.net/melvisuzokf304

            Comment


              Originally posted by Melvixz View Post
              Luoshuang 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,:
              I would not recommend you to do that, because even if you can force the material two sided, 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.

              EDIT: wording
              Last 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.
                Thanks. Worked perfectly.
                https://www.artstation.com/melviso
                https://www.behance.net/melvisuzokf304

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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.
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                    Originally posted by rafareis123 View Post
                    Rendered this entire apartment in 8 hours with a Quadro P6000 with 2k/4k lightmaps.
                    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?
                    Last edited by dustintinkler; 06-15-2018, 02:20 PM. Reason: Typo
                    Dustin Tinkler

                    https://www.artstation.com/dustomatic

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                      @Luoshuang Would it be possible to bake light during runtime?

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                        Originally posted by Nocturness View Post
                        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.
                        Still waiting this....

                        Comment


                          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?
                          As far as I know, GTX beat Quadros in a lot of GPU renderers. I think Quadros are for very certain things, of for simply moving graphics in CAD softwares like AutoCAD (even if they are not very exigent). I never understood Quadro's existence.

                          Originally posted by housekiller View Post
                          @Luoshuang Would it be possible to bake light during runtime?
                          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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                            For tasks where the Quadro doesn't have specific driver/hardware exclusive advantages, the GTX 1080 is 50-100% faster than a single M6000, depending on the benchmark.

                            Also the M6000 is a generation behind the GTX 1080 in terms of architecture.

                            Comment


                              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!
                              Maxim S.
                              Architectural Rendering
                              Vrender Company

                              Comment


                                Originally posted by Vrender View Post
                                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!

                                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 lol
                                Last edited by Nocturness; 06-17-2018, 10:22 AM.
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