Announcement

Collapse
No announcement yet.

Luoshuang's GPULightmass

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by marcClintDion View Post

    Anyways, here are some screen captures of bakes done with UE4 and Cycles just for your reference.
    Did you turn off SSAO when comparing? From my personal experience a path tracer would output 'lighter' corner darkening (I'm not using the term 'AO' here because AO is an approximation to the general path space illumination)

    Comment


      Originally posted by Luoshuang View Post
      Did you turn off SSAO when comparing?
      Thank you, I didn't think of that. I was messing around with indirect lighting to try and brighten up the recessed areas and was just washing out the brighter areas.

      http://pasteall.org/pic/719e2680e9f2...d290a2e35f1732

      Comment


        hey guys, i'm facing some interesting issues: the more props i add to my scene, the worse the quality of the lighting gets with gpu lightmass. don't know if it happend prior to 4.20.3, used 4.20.2 before and everything looked fine. one pic is with added props (hidden) and one with deleted props
        Attached Files

        Comment


          Originally posted by schauk View Post
          hey guys, i'm facing some interesting issues: the more props i add to my scene, the worse the quality of the lighting gets with gpu lightmass. don't know if it happend prior to 4.20.3, used 4.20.2 before and everything looked fine. one pic is with added props (hidden) and one with deleted props
          Did you try unchecking the "compress lightmaps" option?

          Comment


            Originally posted by Morningcoffee007 View Post

            Did you try unchecking the "compress lightmaps" option?
            yep, it is already checked since starting the project. i didn't change anything besides upgrading to 4.20.3 and adding some simple props.

            Comment


              Originally posted by schauk View Post

              yep, it is already checked since starting the project. i didn't change anything besides upgrading to 4.20.3 and adding some simple props.
              Are you sure you are using GPU lightmass? Have you reinstalled it after upgrading? If so, what quality variables are you using?
              Technology Officer
              Magma3D

              Comment


                Originally posted by Situx View Post

                Are you sure you are using GPU lightmass? Have you reinstalled it after upgrading? If so, what quality variables are you using?
                i did ( overwrited the files after upgrading with the unifed ones and made sure the .dll files are allowed.) and yep, im using gpu lightmass, since the gpu batch processing appears and the qualitysettings (preview, medium, production) dont really change a thing. i tried different values in the overwrited lightmass ini.-file ( 32/16, 64/32 and so on) to change the quality, but apart of longer rendertimes it gets only slightly better. as i said, the two shown pictures are the exact same level with same quality, light-settings and lightmap sizes (red in opti-viewmode) but deleted furniture in one pic, so its extremely strange. im using a 1070gtx btw
                Last edited by schauk; 11-07-2018, 09:14 AM.

                Comment


                  Just add something on the the issue by Schauk..... I'm about to experiment with this but is it advisable to wait for a 4.20.3 version? Or should the 4.20.2 version work with that?

                  Comment


                    Originally posted by chalkgsy View Post
                    Just add something on the the issue by Schauk..... I'm about to experiment with this but is it advisable to wait for a 4.20.3 version? Or should the 4.20.2 version work with that?
                    GPULightmassIntegration-4.20.2-UnifiedSettings works well here with 4.20.3




                    https://pixel.network

                    Comment


                      Now we just need 4.21.x support

                      Comment


                        Great work on this feature! Will the RTX be supported soon? What about multi-GPU support?

                        Comment


                          Originally posted by AMontali View Post
                          Great work on this feature! Will the RTX be supported soon? What about multi-GPU support?
                          It will be great to start by an official support from Epic about the Lightmass GPU... I had a meeting with Epic (Engine tech director and Senior tech art relationship with studios) this week and when I asked about official support they told us it was not in the development plan since they're not supporting new features they don't use on their own games (Because they cannot support fixing issues if they're working everyday with). A little bit sad about that, even if Luoshuang is doing a great job it's complicated to integrate his tools on a pipeline on AAA production if there are no "official" support. But this tool is a time-game-changer, it's making the difference when you have long time about building lighting on dozens levels.
                          Lighting artist - Sumo Digital
                          www.quentinpapleux.com

                          Comment


                            Luoshuang - still have some splotches. They appear very rarely. In this case I suppose that they could created by reflective material in the window.
                            If you would like to check I can send whole scene to you.
                            I use 4.20.x Unified Settings GPU Lightmass with Extreme Setup.
                            Click image for larger version

Name:	splotches.JPG
Views:	289
Size:	173.1 KB
ID:	1549718
                            https://www.artstation.com/tomaszmuszynski

                            Comment


                              Originally posted by zeldads View Post

                              It will be great to start by an official support from Epic about the Lightmass GPU... I had a meeting with Epic (Engine tech director and Senior tech art relationship with studios) this week and when I asked about official support they told us it was not in the development plan since they're not supporting new features they don't use on their own games (Because they cannot support fixing issues if they're working everyday with). A little bit sad about that, even if Luoshuang is doing a great job it's complicated to integrate his tools on a pipeline on AAA production if there are no "official" support. But this tool is a time-game-changer, it's making the difference when you have long time about building lighting on dozens levels.
                              Did they mention anything regarding the lightmass successor they're working on internally (non RTX) and also if RTX will be used to bake lightmaps in the future?
                              ArtStation - Portfolio

                              Comment


                                Originally posted by The_Distiller View Post

                                Did they mention anything regarding the lightmass successor they're working on internally (non RTX) and also if RTX will be used to bake lightmaps in the future?
                                No plan for lighting in next version for now (projecting until 2.23/24), even if they are working on few things but nothing official for now... For RTX, I don't remember any comment apart obviously "forget for console" (we're doing console games so...). Obvious answer regarding actual hardware (consoles are always PC 3-4 ago...). There are very good things coming anyway outside of lighting subject, about rendering... It will start with 4.22 and should be finished few versions after. Waiting for official announcement to talk about it, very exciting things!
                                Lighting artist - Sumo Digital
                                www.quentinpapleux.com

                                Comment

                                Working...
                                X