Originally posted by motorsep
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Luoshuang's GPULightmass
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Originally posted by Luoshuang View Post
The idea is to build only UnrealEd (do not build UnrealLightmass) and use all the binaries excluding UE4Editor-UnrealEd.dll
I tried again.
I built UE 4.20.3 from source, then I did the code changes according to your source files and copied GPULightmassKernel.dll into where it should be (along with reporter app and .ini changes). Then I re-built UnrealEd, copied the rest of the files from 4.20.2 binary package you provided (except for UE4Editor-UnrealEd.dll), overwrote existing files.
Now it seems that lighting is being built, but I don't see reporter window pop-up. Scene is extremely simple, so maybe that's why?
EDIT: Built lighting on a complex scene - same thing - progress bar for GPULIghtmap doesn't show up in the top left corner of the screen as it used to with 4.19.x engine.Last edited by motorsep; 09-22-2018, 02:25 AM.
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Originally posted by motorsep View Post
I can't not build Lightmass. It builds with UnrealEd by default.
I tried again.
I built UE 4.20.3 from source, then I did the code changes according to your source files and copied GPULightmassKernel.dll into where it should be (along with reporter app and .ini changes). Then I re-built UnrealEd, copied the rest of the files from 4.20.2 binary package you provided (except for UE4Editor-UnrealEd.dll), overwrote existing files.
Now it seems that lighting is being built, but I don't see reporter window pop-up. Scene is extremely simple, so maybe that's why?
EDIT: Built lighting on a complex scene - same thing - progress bar for GPULIghtmap doesn't show up in the top left corner of the screen as it used to with 4.19.x engine.
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Originally posted by Luoshuang View Post
The idea is to build only UnrealEd (do not build UnrealLightmass) and use all the binaries excluding UE4Editor-UnrealEd.dll
One thing I haven't seen mentioned in the thread is that the "Use emissive for static lighting" checkbox now works. On previous version emissivenes was always taken into account.Last edited by Norman3D; 09-22-2018, 05:31 AM.
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So, finally got it running (at least reporter shows up and building times are definitely faster than on CPU). However, this is what I am getting:
Not really sure what's going on. It looks like lighting works as expected, when showing level in Lighting only mode. However as soon as textures are back on, as if there is no indirect lighting
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Originally posted by motorsep View PostNot really sure what's going on. It looks like lighting works as expected, when showing level in Lighting only mode. However as soon as textures are back on, as if there is no indirect lighting
Have you tried reloading the level? I found sometimes light maps or materials failing with black after baking
Finally and may not be related, but seems you are killing specularity on your material, which may change how light bounces of it or reflects on your reflection capture actors, not just the look.Technology Officer
Magma3D
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Originally posted by Situx View Post
What are your world settings like? how many light bounces?
Have you tried reloading the level? I found sometimes light maps or materials failing with black after baking
Finally and may not be related, but seems you are killing specularity on your material, which may change how light bounces of it or reflects on your reflection capture actors, not just the look.
Having fully rough materials is necessary for performance reasons - the project is for mobile VR.
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Originally posted by motorsep View Post
I show the entire setup, including materials, world and lights settings in that video.
Having fully rough materials is necessary for performance reasons - the project is for mobile VR.Technology Officer
Magma3D
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Originally posted by Situx View Post
Maybe you can tell me the time of the video where world settings are shown. Also a good look at the base color would be good indicator. My guessing is your textures are extreamly dark for lighting information to properly bounce off. Can you show the same with CPU lightmass?
Here is what I got:
To show it in CPU Lightmass, I'd have to convert project into another version of UE4
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Originally posted by motorsep View Post
To show it in CPU Lightmass, I'd have to convert project into another version of UE4Technology Officer
Magma3D
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Originally posted by motorsep View Post
Double check your textures, here is a guideline of how dark "black" color in PBR textures should look like:
https://docs.unity3d.com/uploads/Exp..._Materials.pdf
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