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    I was about to download the lightmass for UE4 and found there is extreme version there.Is there any difference between Ultra high quality and Extreme lightmass for UE4 4.20?

    Comment


      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

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