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    Originally posted by Situx View Post
    Have you tried disabling texture compression in world settings?
    it fixed bro Thank you so much

    Comment


      Luoshuang Any chance you could make a build for the new 4.21.0p1 as well so we can test the goodies & fixes of 4.21 while not sacrificing your 100% essential gpuLighmass plugin? Just asking - no idea how much effort this would ask of you.

      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.
        Hello, thanks a lot for your work.
        So do you think your work will be implemented in the next versions of the engine? Like a full version "Ok" for production.

        Realtime raytracing is obviously for now only marketing tech to sell graphic card and allow one or two pass with raytracing just for gadget... Days we will have a full raytrace solution running at 60fps are not before years. It's taking too much performances for game on console and PC at 60fps, When I'm taking a look to the presentation slide for the Star wars cinematic (even not a full raytrace scene, with occlusion, reflections, shadows..), the timing for every passes is huge and it's running the best hardware of the market. It will never run on next generation of consoles. So I'm wondering if Epic considers to push your GPU Lightmass at some point because it's the real improvement since the beginning of the UE4 Dev about lighting (until the day we'll have also real physical unit for main lights...).

        Actually it's costing a lot of investment to create renderfarm to use this oldish cpu system, even for big company like Sumo Digital. GPU lightmass is a game-changer for company doing realistic game running at 60fps, saving time, saving money. It's so more usefull for now and nexts years than gadget raytrace (it will be future when we'll have cheap hardware to run it).
        Last edited by zeldads; 10-12-2018, 09:39 AM.
        Lighting artist - Sumo Digital
        www.quentinpapleux.com

        Comment


          Originally posted by mgtaskiran View Post
          ​​​​​​ 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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          It does not support multi gpu as far as I know. I think the GPU activity in the task manager does not represent very well what GPU is being used. Use a program like afterburner to monitor the temperature. That's a dead giveaway of what GPU is being used by Lightmass. You'll notice that it's only one that is being used.

          Comment


            Hi Luosuang this will work in rtx graphics card?

            Comment


              @thundermax1979 so far it does not work with RTX card. It always crashes.

              Comment


                Originally posted by Luoshuang View Post
                Note that GPULightmass is still my spare time project. At Epic we're working on DXR/realtime raytracing.
                Luoshuang,

                If you don't mind me asking, what can we expect to achieve with DXR/ realtime raytracing in UE4 for archviz in particular?

                Will we be able to say go from mid day to night time in real time without blueprints? Will we still need reflection captures?

                Seeing that you're working on this and you probably know so much more. Probably some things you can't really share with us but I'd like to know what improvements we can expect.

                From the demos I've seen I understand it is still a hybrid so the only benefit we'll get is adjusting things while they bake, correct? And only shadows and reflections, right?

                I heard some people say this is coming with 4.22 that but I'm not so sure, could you tell us anything about that?

                Thanks in advance.


                Regards,

                Alex.

                Comment


                  Originally posted by Morningcoffee007 View Post

                  Luoshuang,

                  If you don't mind me asking, what can we expect to achieve with DXR/ realtime raytracing in UE4 for archviz in particular?

                  Will we be able to say go from mid day to night time in real time without blueprints? Will we still need reflection captures?

                  Seeing that you're working on this and you probably know so much more. Probably some things you can't really share with us but I'd like to know what improvements we can expect.

                  From the demos I've seen I understand it is still a hybrid so the only benefit we'll get is adjusting things while they bake, correct? And only shadows and reflections, right?

                  I heard some people say this is coming with 4.22 that but I'm not so sure, could you tell us anything about that?

                  Thanks in advance.


                  Regards,

                  Alex.

                  Epic has said there will be DXR in UE4 starting in 4.22 by the end of the year. It's been posted in the forums by staff, and I believe mentioned in the blogs

                  So far Epic has shown ray tracing for AO, reflections, and shadows. So don't expect light bouncing anytime soon. The Star Wars demo used baked lighting for example.

                  Originally posted by kenpimentel View Post
                  I think we've stated you'll see some GitHub commits in 2018 and the release of some DXR support in 4.22. I also thought we mentioned GPU support for next version of Lightmass.

                  ​​​​​​​

                  Comment


                    The "Speed of light" demo they showed at SIGGRAPH this year had 1 bounce diffuse GI, which is planned to be part of the DXR implementation.

                    ArtStation

                    Comment


                      Does it support a RectLights ?

                      Comment


                        Originally posted by Luoshuang View Post

                        Hi,

                        You can just use the binary distribution. Assuming you're not modifying UnrealLightmass, then the only thing you need to add is to modify Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp to include the dependencies required by GPULightmass, build, then copy the files inside the zip except UE4Editor-UnrealEd.dll and the installation is finished:

                        search for
                        Code:
                        const TCHAR* RequiredDependencyPaths64[]
                        add
                        Code:
                        TEXT("../Win64/GPULightmassKernel.dll")
                        to the end of the list (don't forget the comma after tbbmalloc.dll!)

                        search for
                        Code:
                        const TCHAR* OptionalDependencyPaths64[]
                        add
                        Code:
                        TEXT("../DotNET/ProgressReporter.exe")
                        Hi, since Regular Lightmass is not working on Linux for me to bake the Lightmaps, I was wondering if I can use your addition. I only see dlls and exe. I believe is not ready for Linux.

                        Comment


                          Hi guys,

                          I use Unified Settings and I can't figure out why the result of lighting is different that from 4.20.2 "standard" lightmass.

                          With the Unified settings, the lighting is too bright like you can see on the picture. Then I tried severals rendering by tweaking "fireflyclampingthreshold", the valor is around : 0,5 & 0,8.

                          I would like to obtain the same result that from picure one (old lightmass)

                          All the lights are from emissive material.

                          Need help please

                          Comment


                            Old Lightmass based on CPU is not so accurate as GPU version made by Luo.
                            GPU version gives much better results. For example if you have two walls side-by-side ( or one wall made from two different meshes ) then with CPU bake you could have two different shading (first can be brighter that the second )! With GPU Lightmass everything is coherent.

                            But still GPU LM gives some white splotches caused probably by bounced rays. (see attachment).
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                            And shadows can give some strange patterns on surface.



                            Maybe it is when some parts of the surface that gives a bounce are more reflective that others and somehow diffuse is not nicely dispersed on the surface that takes the bounce - I do not know how to say - I am not pro with that matter.

                            Even that GPU is faster and better - more accurate at lightpropagation than old CPU version.
                            Attached Files
                            https://www.artstation.com/tomaszmuszynski

                            Comment


                              Sorry for my bad explanations. My first picture is from GPU Lightmass 4.20.2 and the second picture done with GPU Lightmass Unified.

                              Today I switched to GPU Lighmass (Not Unified) and the lighting is really nice. Dont know how to work with Unified release, uninstalled it.

                              Comment


                                Have worked with both. Results have pretty the same. US is better cuz there is active function of emissive static surfaces.
                                In normal version of GPU this option does not work. Maybe this is a "problem" with your scene light that with GPU US your meshes that has active emission gives real light to the scene. In normal version of GPU they are always PASSIVE no matter if u have enable function for emissive mesh.
                                https://www.artstation.com/tomaszmuszynski

                                Comment

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