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Luoshuang's GPULightmass

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    Hi Guys, i Have same problem here... the first One is CPU Bake. The second One is GPU Bake. I dont Know why is So Black . what did i do is Migrate all Things ( CPU Project ) to GPU Projet. But is so dark. anybody know i solve it ?

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      Is anyone else experiencing black areas that affect only dynamic objects after building Volumetric Lightmap? Like this: https://answers.unrealengine.com/que...ml?sort=oldest

      I think I had this since before using GPULightmass, but I figured with so many people working with lighting, I might not be the only one experiencing this.
      Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
      Unreal products: Dynamic Picture Frames, Neo Kinect

      Comment


        Originally posted by RVillani View Post
        Is anyone else experiencing black areas that affect only dynamic objects after building Volumetric Lightmap? Like this: https://answers.unrealengine.com/que...ml?sort=oldest

        I think I had this since before using GPULightmass, but I figured with so many people working with lighting, I might not be the only one experiencing this.
        Happens to me all the time, but it's just a bug of lightmaps not loading (invisible) after bake. You can still save as it's just that the textures are not loading. It's quickly solved by re-loading the level (I use streaming lighting levels), or making the persistent level hidden and visible again (which reloads the level).
        Technology Officer
        Magma3D

        Comment


          Originally posted by Situx View Post

          Happens to me all the time, but it's just a bug of lightmaps not loading (invisible) after bake. You can still save as it's just that the textures are not loading. It's quickly solved by re-loading the level (I use streaming lighting levels), or making the persistent level hidden and visible again (which reloads the level).
          I don't think it's the same bug you're talking about. I see what you described all the time with HISMs. And that's exactly what I do for it to go away. Reload the level.

          My problem is that those black areas are affecting dynamic objects and they are always there. In my screenshot, the sphere, cubes and gate are movable. So they are the only ones affected by the Volumetric Lightmap. But there are samples there, enough brick memory and all. I'm trying to isolate the problem on a copy of the project without success so far.
          Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
          Unreal products: Dynamic Picture Frames, Neo Kinect

          Comment


            Originally posted by RVillani View Post
            Is anyone else experiencing black areas that affect only dynamic objects after building Volumetric Lightmap? Like this: https://answers.unrealengine.com/que...ml?sort=oldest

            I think I had this since before using GPULightmass, but I figured with so many people working with lighting, I might not be the only one experiencing this.
            Solved it! Bottom line, the problem was caused by RectLights with width/high set to zero. More details on Answerhub.
            Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
            Unreal products: Dynamic Picture Frames, Neo Kinect

            Comment


              Originally posted by Norman3D View Post

              You need to turn on the checkbox in the staticmesh to allow emissive light to contribute to the lighting calculation.
              I always did it. With current GPU lightmass it does not work.
              It work when I show the splotches BUG made by emissive static mesh. But now it seems not work at all.
              Maybe there is some problem after Epic decided to use units for lights?
              Luoshuang please help!
              https://www.artstation.com/tomaszmuszynski

              Comment


                Originally posted by Muchasty View Post

                I always did it. With current GPU lightmass it does not work.
                It work when I show the splotches BUG made by emissive static mesh. But now it seems not work at all.
                Maybe there is some problem after Epic decided to use units for lights?
                Luoshuang please help!
                I've confirmed multiple times that emissive is working in the newest unified settings version. If it doesn't try checking whether it is too bright that it is clamped by the FireflyClampingThreshold. If that is the case raise FireflyClampingThreshold to something like 10000.0

                Comment


                  Hey Luoshuang. Thanks for the continous support and effort you put into GPU lightmass. It's amazing! I wonder, do you have a roadmap for it? I ask because the official lightmass successor is still months away and it would be interesting to know how far you plan to take this. Cheers!
                  ArtStation

                  Comment


                    Originally posted by The_Distiller View Post
                    Hey Luoshuang. Thanks for the continous support and effort you put into GPU lightmass. It's amazing! I wonder, do you have a roadmap for it? I ask because the official lightmass successor is still months away and it would be interesting to know how far you plan to take this. Cheers!
                    I've been silent for some time because I'm working on
                    - New lightmap space sampling techniques, which aims at removing jagged shadows around edges / aliased shadows, and being more robust with UVs so that making lightmap UVs would be less demanding
                    - Instancing support and lightmap mipmaps to reduce GPU memory consumption
                    - Proper LOD/HLOD support. I may also implement per-LOD lightmap for (Hierarchical) Instanced Static Mesh Component so foliages can have proper lightmaps

                    Note that GPULightmass is still my spare time project. At Epic we're working on DXR/realtime raytracing.

                    Comment


                      Originally posted by Luoshuang View Post

                      I've been silent for some time because I'm working on
                      - New lightmap space sampling techniques, which aims at removing jagged shadows around edges / aliased shadows, and being more robust with UVs so that making lightmap UVs would be less demanding
                      - Instancing support and lightmap mipmaps to reduce GPU memory consumption
                      - Proper LOD/HLOD support. I may also implement per-LOD lightmap for (Hierarchical) Instanced Static Mesh Component so foliages can have proper lightmaps

                      Note that GPULightmass is still my spare time project. At Epic we're working on DXR/realtime raytracing.
                      Wow! you are a f** master! love it!! ^_^

                      Comment


                        Originally posted by Luoshuang View Post

                        I've been silent for some time because I'm working on
                        - New lightmap space sampling techniques, which aims at removing jagged shadows around edges / aliased shadows, and being more robust with UVs so that making lightmap UVs would be less demanding
                        - Instancing support and lightmap mipmaps to reduce GPU memory consumption
                        - Proper LOD/HLOD support. I may also implement per-LOD lightmap for (Hierarchical) Instanced Static Mesh Component so foliages can have proper lightmaps

                        Note that GPULightmass is still my spare time project. At Epic we're working on DXR/realtime raytracing.

                        Impressive work! This new GPULightmass will most likely become the standard for less powerful machines.

                        Also I think I speak for many when I say thank you Luoshuang for giving us something to work with until realtime raytracing arrives.

                        Keep us updated!

                        Regards.

                        Comment


                          Originally posted by Luoshuang View Post

                          I've been silent for some time because I'm working on
                          - New lightmap space sampling techniques, which aims at removing jagged shadows around edges / aliased shadows, and being more robust with UVs so that making lightmap UVs would be less demanding
                          - Instancing support and lightmap mipmaps to reduce GPU memory consumption
                          - Proper LOD/HLOD support. I may also implement per-LOD lightmap for (Hierarchical) Instanced Static Mesh Component so foliages can have proper lightmaps

                          Note that GPULightmass is still my spare time project. At Epic we're working on DXR/realtime raytracing.
                          Hi Luoshuang,
                          thank you for sharing your roadmap with us.

                          I have just couple more questions:
                          1. Any plans of ETA for IES indirect lighting support?
                          2. Same about Multi-GPU rendering, is it really so difficult to implement in GPULightmass?
                          3. Any ETA for official UE4 support of GPU Lightmass?

                          Thank you.

                          Comment


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                            is there any way to fix this?



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                            Last edited by Unakain; 10-11-2018, 11:34 AM.

                            Comment


                              Originally posted by Unakain View Post
                              is there any way to fix this?
                              Have you tried disabling texture compression in world settings?
                              Technology Officer
                              Magma3D

                              Comment


                                ​​​​​​ I am not sure if GPU Lightmass using multiple GPU [2 x 980 TI ] on same workstation. I am using swarm agent to distribute anothe workstation which has GTX 1070. Looks like each single card works perfect expect one of the 980 TI. Can someone explain if GPU Lighmass supports multiple graphic cards on the same machine? Thank You!!


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