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Luoshuang's GPULightmass

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    Hi Luoshuang !

    It would be awesome if it could support a multi gpu on same computer, any plans for that?

    Comment


      > It would be great if you could bake the lightmass of only the selected item. So that I don't have to recalculate everything.

      I strongly agree, current workflow requires to recalculate everything. It would be very handy if we could do following
      - baking lightmaps for selected objects
      - tweaking parameters for GPUlightmass

      Comment


        Hi Luoshuang! Really awesome work but I have report that the build does not work with landscapes, at least big ones


        EDIT: ok, one should not choose landscape LOD 2 (or higher) for lighting. The missing nvcuda.dll error etc. come from that
        Last edited by marcatzeri; 09-13-2018, 06:14 AM.

        Comment


          Originally posted by Luoshuang View Post


          Should be fixed in 4.20.2 unified settings now. It is caused by firefly clamping introduced in 4.20.

          Click image for larger version  Name:	settingswithfirefly.png Views:	1 Size:	5.5 KB ID:	1525640

          Now firefly clamping threshold is exposed through ini. This technique aims at removing fireflies by making your image biased (darker). Threortically speaking it should be set to the maximum brightness in your scene. In practice you can set it to a high initial value, then keep lowering it if any firefly is seen.
          The Unified Settings version does not work with source builds. Only the "regular" version work. When building light with a source build and the unified settings version, light build fails and I get this error message in the message log:
          https://i.imgur.com/J6DRFgL.png

          Furthermore, the emissive lights don't work with regular 4.20.2 GPU Lightmass, it's my understanding that this is only fixed with the Unified Settings version, which is broken for source builds.

          EDIT: Just to clarify, the regular 4.20.2 version does work with source builds, the unified version definitely doesn't, thus I can't get emissive lighting to work.
          Last edited by Norman3D; 09-13-2018, 07:02 AM.

          Comment


            I'm facing this bug. When using darker materials it start to appear these kind of splotches.

            Attached Files
            http://www.ue4arch.com

            https://www.youtube.com/channel/UCjp...pois6WVG6hqXNQ
            Latest projects

            Comment


              Luoshuang,

              Were there any changes from 4.19.1 to 4.20.2 in regards to a Titan V card?.

              On a project i'm working i can do the lighting fine in 4.19.1 but not in 4.20.2

              When switching to 4.20.2 the computers freezes once the GPU Lightmass Progress says Radiosity pass 30/30 , I have to reset the computer. It never gets to the Overall texel progress.
              Last edited by Guillermo Leal; 09-13-2018, 06:27 PM.
              Guillermo Leal LLaguno
              www.steelbluellc.com

              Comment


                Originally posted by Norman3D View Post

                The Unified Settings version does not work with source builds. Only the "regular" version work. When building light with a source build and the unified settings version, light build fails and I get this error message in the message log:
                https://i.imgur.com/J6DRFgL.png

                Furthermore, the emissive lights don't work with regular 4.20.2 GPU Lightmass, it's my understanding that this is only fixed with the Unified Settings version, which is broken for source builds.

                EDIT: Just to clarify, the regular 4.20.2 version does work with source builds, the unified version definitely doesn't, thus I can't get emissive lighting to work.
                Thanks, that explains my issue too! (Getting the same error)

                Comment


                  Hello Luoshuang. Thanks for the fix!

                  Now the emmisive lights are working!

                  But i've found an issue with the quality of that lights. I've attached some images that explain the issue.

                  Left: 4.19 Right: 4.20.2

                  Thanks!
                  Click image for larger version

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ID:	1527567Click image for larger version

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ID:	1527569
                  Attached Files

                  Comment


                    Originally posted by Guillermo Leal View Post
                    Luoshuang,

                    Were there any changes from 4.19.1 to 4.20.2 in regards to a Titan V card?.

                    On a project i'm working i can do the lighting fine in 4.19.1 but not in 4.20.2

                    When switching to 4.20.2 the computers freezes once the GPU Lightmass Progress says Radiosity pass 30/30 , I have to reset the computer. It never gets to the Overall texel progress.
                    Did a bit more testing.

                    All test done on the same computer.

                    Dell Precision Tower 7810
                    Dual Xeon E5-2650 2.3
                    128ram
                    Win 7 pro 64
                    Tried several drivers from 39.31 to 399.24 on all configurations.

                    Unreal 4.19.1
                    Nvidia 1080, 8GB
                    Workes fine

                    Unreal 4.20.2
                    Nvidia 1080, 8GB
                    Workes fine

                    Unreal 4.19.1
                    Nvidia Titan V, 12GB
                    Workes fine

                    Unreal 4.20.2
                    Nvidia Titan V, 12GB
                    Computer Freezes, Needs to restart windows.

                    Attached is a screen capture when it crashes.
                    As soon as the last radiosity pass finishes it freezes. So i assume there is some issue with 4.20.2 and the titan V.

                    Any one else having the same problem?
                    Guillermo Leal LLaguno
                    www.steelbluellc.com

                    Comment


                      hey guys area lights(rect lights) supported for 4.20 in gpu lightmass?

                      lighting seems diffirent cpu vs gpu.. using 4.20.2 stux script medium. "use emissive for static lighting" disabled
                      Attached Files
                      Last edited by Nocturness; 09-15-2018, 08:55 AM.
                      Amberify Asset Pack | UE4.18 / 4.24
                      Neonfiy Asset Pack | UE4.18 / 4.24
                      Kinetica Asset Pack | UE4.23 / 4.24

                      Comment


                        Hi there,

                        I am am getting very strange jagged artifacts, on some of the borders, mostly on 90 grad intersection between objects. I don't have this issue with using of CPU Lightmass.
                        Here is a some screenshots comparison between GPU and CPU bakes.

                        All Lightmaps have enough resolution, so there is not a point.

                        [DevOptions.GPULightmass]
                        NumPrimaryGISamples=128
                        NumSecondaryGISamples=64
                        FireflyClampingThreshold=10.0

                        UE 4.20.2
                        Nvidia 1080Ti

                        This is the only problem I have with GPU Lightmass workflow..
                        Last edited by ldo; 09-15-2018, 05:12 PM.

                        Comment


                          Originally posted by Guillermo Leal View Post

                          Did a bit more testing.

                          All test done on the same computer.

                          Dell Precision Tower 7810
                          Dual Xeon E5-2650 2.3
                          128ram
                          Win 7 pro 64
                          Tried several drivers from 39.31 to 399.24 on all configurations.

                          Unreal 4.19.1
                          Nvidia 1080, 8GB
                          Workes fine

                          Unreal 4.20.2
                          Nvidia 1080, 8GB
                          Workes fine

                          Unreal 4.19.1
                          Nvidia Titan V, 12GB
                          Workes fine

                          Unreal 4.20.2
                          Nvidia Titan V, 12GB
                          Computer Freezes, Needs to restart windows.

                          Attached is a screen capture when it crashes.
                          As soon as the last radiosity pass finishes it freezes. So i assume there is some issue with 4.20.2 and the titan V.

                          Any one else having the same problem?
                          My GPU Lightmass stopped working as well, and I'm running a Titan V externally on my laptop. Now that you've isolated the issue, I'll try it on my internal GTX 1080 and see if the issue is still there.

                          Comment


                            Just tested on my GTX 1080 - and it worked! So looks like its an issue exclusive to the Titan V

                            Comment


                              Originally posted by ldo View Post
                              Hi there,

                              I am am getting very strange jagged artifacts, on some of the borders, mostly on 90 grad intersection between objects. I don't have this issue with using of CPU Lightmass.
                              Here is a some screenshots comparison between GPU and CPU bakes.

                              All Lightmaps have enough resolution, so there is not a point.

                              [DevOptions.GPULightmass]
                              NumPrimaryGISamples=128
                              NumSecondaryGISamples=64
                              FireflyClampingThreshold=10.0

                              UE 4.20.2
                              Nvidia 1080Ti

                              This is the only problem I have with GPU Lightmass workflow..
                              I am not sure but it looks like I found what was a issue. It is all about Num Indirect Lighting Bounces. When I set it to 20 the lighting quality will be correct calculated but jagged issue clearly appears. When I set it to only 2 the lighting will calculate not photorealistic without additional bounces, but jagged completely disappear!

                              On screenshot you will see the difference.

                              Any ideas how this problem could be solved??

                              Comment


                                I'm having an issue with undesired AO generated from the normal map. As you can see in the image below, the crevices created by the pixel normals are being filled in by AO, and this process seems to be subject to some aliasing because the lines are broken up. I don't want any AO there at all, though. I've removed the AO input for the material, turned off lightmap directionality in the material, doubled the lightmap resolution, and set the static lighting level scale to 0.1, all to no avail. GPU Lightmass is set to medium.

                                I wanted to test this with CPU lightmass as well, but after leaving it running all night on 5 PC's, CPU lightmass was still at 0% (calculating sky light bounces), whereas GPU lightmass completes the scene in about 20-30 minutes, so I decided to shelve that endeavour and ask for advice here instead. How do I get rid of that ugly AO?
                                Attached Files

                                Comment

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