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    i have 4.20.2 and my GPU is gtx 1050 Ti so that means i can't install Gpu lightmass ? bcoz you said from 4.20.1 it requires nvidia Version >= 398.26 ! but i have 391.35 and its says your drivers are already up to date

    Comment


      Hi there,
      I am testing GPU lightmass baking with this classic simple scene and getting some strange issue. On the bottom the areas behind the wall was baked corretly (dark behind the wall and bright front of the opening), but on the ceiling the part behind the wall is actually brighter than part in front of the opening ???

      Lighting is BP_LightStudio with different HDRI maps, same problem.

      Here are some screenshots.

      Comment


        Originally posted by ldo View Post
        Hi there,
        I am testing GPU lightmass baking with this classic simple scene and getting some strange issue. On the bottom the areas behind the wall was baked corretly (dark behind the wall and bright front of the opening), but on the ceiling the part behind the wall is actually brighter than part in front of the opening ???

        Lighting is BP_LightStudio with different HDRI maps, same problem.

        Here are some screenshots.
        Looks like Lightmap bleeding to me. What's the lightmap resolution? And can you show the mapping? (Open Asset Editor of the Mesh and then on the top bar look for UV#2)

        Or maybe you didn't remove the top and bottom face of this wall?

        Comment


          Originally posted by SiLiUSD View Post

          Looks like Lightmap bleeding to me. What's the lightmap resolution? And can you show the mapping? (Open Asset Editor of the Mesh and then on the top bar look for UV#2)

          Or maybe you didn't remove the top and bottom face of this wall?
          Liightmap resolution for walls are 256 and for ceiling 2048, same as for the floor too.


          https://forums.unrealengine.com/deve...32#post1460932

          Here you will find the download link of this scene. Could you please bake it and post it here, just want to compare.

          Comment


            Originally posted by ldo View Post

            Liightmap resolution for walls are 256 and for ceiling 2048, same as for the floor too.


            https://forums.unrealengine.com/deve...32#post1460932

            Here you will find the download link of this scene. Could you please bake it and post it here, just want to compare.
            Becareful about the 'two sided emulation' behavior of GPULightmass - IIRC the materials in this scene are mostly two sided?

            Comment


              Situx first you are the best, thanks a lot for this script

              but when i launch the script, config download 4.20.1 and not 4.20.2 version

              Comment


                Originally posted by fly06bzh View Post
                Situx first you are the best, thanks a lot for this script

                but when i launch the script, config download 4.20.1 and not 4.20.2 version
                Awesome it helps someone else!

                V0.3 is out, and supports 4.20.2
                You can clone the repo as it is now 2 files. Or just download (save as) the following files directly to any folder.
                https://raw.githubusercontent.com/sg...figuration.bat
                https://raw.githubusercontent.com/sg...aster/hash.txt

                Let me know how it goes!
                Technology Officer
                Magma3D

                Comment


                  hi all
                  again my problem with hdri skylight in gpu lightmass 4.20.2 exterme

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                  Attached Files

                  Comment


                    Originally posted by Farshid View Post
                    hi all
                    again my problem with hdri skylight in gpu lightmass 4.20.2 exterme
                    Unlike last time, this time I would say it is just that sharp. It comes from the sun-disk in the cubemap. I've done comparison with VRay (see #437) and it produced the same sharp shadow. CPU Lightmass isn't a good reference - for this case you need to set a 0.01 Indirect Lighting Scale or set bAllowIrradianceCaching=False in BaseLightmass.ini to compare (no doubt this will be very slow). If you still have some problem, you can upload the cubemap and I'll test it in VRay.
                    Last edited by Luoshuang; 09-01-2018, 11:34 AM.

                    Comment


                      've uploaded a new 4.20.2 version which allows you to set GPULightmass quality settings directly in BaseLightmass.ini without swapping between different versions. Scroll down to the end of BaseLightmass.ini and find DevOptions.GPULightmass. A better way is to create a DefaultLightmass.ini under your project's Config folder which only contains the DevOptions.GPULightmass section so that you can have per-project settings.

                      Note: GPULightmass still ignores legacy Lightmass quality level, because while therotically I can make them connected, that may be very confusing.



                      As a comparison, the parameters for the presets are:

                      FastPreview:
                      NumPrimaryGISamples=16
                      NumSecondaryGISamples=8

                      MediumQuality:
                      NumPrimaryGISamples=32
                      NumSecondaryGISamples=16

                      UltraHigh:
                      NumPrimaryGISamples=64
                      NumSecondaryGISamples=16

                      Extreme:
                      NumPrimaryGISamples=128
                      NumSecondaryGISamples=32

                      Your rendering time is roughly propotional to the square of these numbers. Power of 2 is recommended. Also do not set the numbers too low or too high as that may cause strage problems (completely black, artifacts, or crash and TDR). Especially when you tune up NumSecondaryGISamples you will want to increase TDR.
                      Last edited by Luoshuang; 09-01-2018, 08:28 PM.

                      Comment


                        Shadows on surfaces that make a very wide angle with the rays emitted by light source cause that kind of "artefacts" you can see on the image at the outside part of the chair backrest.
                        ( in this scene light goes from spot light directly form the ceiling /downlight/ ). Is this a bug or sth ?

                        Used Lightmass: GPU 4.20.2. Same effect at Medium or Extreme.

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                        Last edited by Muchasty; 09-01-2018, 09:13 PM.
                        https://www.artstation.com/tomaszmuszynski

                        Comment


                          Originally posted by Muchasty View Post
                          Shadows on surfaces that make a very wide angle with the rays emitted by light source cause that kind of "artefacts" you can see on the image at the outside part of the chair backrest.
                          ( in this scene light goes from spot light directly form the ceiling /downlight/ ). Is this a bug or sth ?

                          Used Lightmass: GPU 4.20.2. Same effect at Medium or Extreme.
                          Would you like to upload a small scene reproducing this problem so that I can look into it?

                          Comment


                            thank you! this is an amazing day for me discovering this.

                            btw does the light mass calculation uses the ram or Vram?
                            in default unreal i had to keep the sum resolution of my static meshes below my Ram limit.
                            i have 16 gb Ram and 8gb Vram, is the limit 16 or 8 gb?

                            Thank you again. wonderful thing for UE

                            Comment


                              Originally posted by Luoshuang View Post
                              've uploaded a new 4.20.2 version which allows you to set GPULightmass quality settings directly in BaseLightmass.ini without swapping between different versions.
                              Amazing!
                              Do we need to restart Unreal for changes to take effect, or can they be done on-the-fly?
                              Any other changes we should be aware of?
                              Technology Officer
                              Magma3D

                              Comment


                                Originally posted by Situx View Post
                                Amazing!
                                Do we need to restart Unreal for changes to take effect, or can they be done on-the-fly?
                                Any other changes we should be aware of?
                                i just made a test,
                                you can change the baselight.ini on the fly, no need to restart.
                                which is awesome

                                Comment

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