Originally posted by [PB]Aphexx
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Luoshuang's GPULightmass
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Originally posted by Lostra View PostI might be doing something wrong, but it's acting weird for me. Using any static light and a Lightmass Importance Volumes produces a whole black level. If I increase the hell out of skylight intensity, the objects are glowing. If I'm using Stationary on both, it's building properly. (UE 4.19.2). Also I have a bigger level that I want to build, however, the GPU Baking Tool never launches. The Swarm Agent just says: Starting Lightmass. Then it eats up memory constantly, up to a point where the whole PC just freezes.
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Did anyone solved the black dots, that appeared (in my case) on the highest quality? I dont have any emissive materials in the scene, but I might overlooked something. I am not sure, why these artefacts ocured, maybe too old hardware? (nvidia 650m) But I am thanks to this finaly able to bake bigger scenes than before, its just sad, that I am stuck to using middle quality preset.
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Good evening, I ask for your consultation on this image. On the left side, you can see the light mass CPU and on the right the same scene with the light mass GPU.
UE 4.19.2
Is there a way to get the same result?
The performance of the GPU lightmass is excellent but the quality of indirect light is different.
I used the GPULightmassIntegration-4.19.2-UltraHigh preset
Do you have something to give me?
Did I wrong in setting some parameters?
Thank you all.
Saul
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RTView I noticed this as well. CPU lighting seems better with soft lighting as u can tweak the lightmass parameters. GPU lightmass is very limited in this area and no parameters can be tweaked. I had this problem but the fast baking was a better option rather than waiting for too long. Maybe increase the lightmap resolution?
I also experimented with koola's ue4 interior daylight scene, the CPU captured the soft lighting better as well. I am not sure if gpu lightmass recognises light portals too. I gather Luoshaung is currently working with EPIC on a new lighting solution together with some other high profile renderer people. Hopefully we hear about it soon.Last edited by Melvixz; 07-17-2018, 07:51 PM.
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Originally posted by RTView View PostGood evening, I ask for your consultation on this image. On the left side, you can see the light mass CPU and on the right the same scene with the light mass GPU.
A good way to get a 'ground truth' reference is to set the indirect lighting level scale to something like 0.01 and run the CPU solver. I'm still hesitating whether to add such a 'smoothing solver' (which means more bias) to the final version.Last edited by Luoshuang; 07-17-2018, 08:56 PM.
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Originally posted by Luoshuang View Post
To me the CPU version is over blurred while the GPU is subject to noise. By using Irradiance Caching the CPU solver effectively blurrs indirect lighting and skylight direct lighting. What is actually concerning in the GPU version is that it lost the bounce from the direct lighting.
A good way to get a 'ground truth' reference is to set the indirect lighting level scale to something like 0.01 and run the CPU solver. I'm still hesitating whether to add such a 'smoothing solver' (which means more bias) to the final version.
Exactly, I see that you fully understand my problem. The blur of the lights is not a problem for this moment
The rebounds of direct light are not there in this scene.
Or rather they decline very quickly.
If I set the parameter - World Setting - Num Indirect Light Bounces to 1 or 100 I get the same result.
I'm doing something wrong?
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Originally posted by Luoshuang View Post
For 4.20, unfortunately no..
We are targeting future releases to give you a fully functional, vender agnostic and bug-free (especially darken corners, jagged edges and incorrect bounces, etc.) version to use.
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