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Luoshuang's GPULightmass

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    Originally posted by The_Distiller View Post
    @Luoshuang: Ever thought about getting a patreon page going? You definitely deserve compensation for the beauty that is GPULightmass!
    well, I believe as an Epic employee I'm not allowed to do so... However, I feel great happiness when I see my work can benefit so many people.

    Originally posted by motorsep View Post

    Any chance we can have runtime switch between CPULightmass and GPULightmass ? I don't really want to see 50% drop in performance in "simple" scenes (a way less complex than the forest) and if performance drop is inevitable, I'd rather bake with CPU Lightmass for simple scenes and switch back to GPU Lightmass for complex scenes (but I can't waste time rebuilding source every time I need to switch or have 2 different forks and 2 identical projects to maintain).
    I think I can add it to my plan. Also an interesting thing is that according to my measurement GPULightmass is actually 25~50x faster than CPU regarding indirect lighting sampling. However there is a lot of work that is still done by CPU (namely Signed Distance Field shadowmap calculation). So one purpose of this overhaul is to move these to GPU too. If someone has been already experiencing this problem (very low GPU execution time compare to total baking time) maybe can consider sending the scene to me to investigate.
    Last edited by Luoshuang; 11-12-2018, 11:23 PM.

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      Hey Luoshuang - Got a question with the upcoming rewrite of the GPU lightmass tool. Will it be possible to support AMD cards?

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        Originally posted by HeadClot View Post
        Hey Luoshuang - Got a question with the upcoming rewrite of the GPU lightmass tool. Will it be possible to support AMD cards?
        Unfortunately this is the least likely thing... I tried to investigate RadeonRays & OpenCL once upon a time, and the conclusion is I'm not competent using them to deliver the features I want in my spare time. It is certainly possible to rebase GPULightmass on OpenCL, however that means a great amount of effort and it may also means it will take way more time to deliver the same thing because I'm not familiar with OpenCL.

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          Can't wait to see with what you'll come up with the overhaul!

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            Originally posted by pxlntwrk View Post

            GPULightmassIntegration-4.20.2-UnifiedSettings works well here with 4.20.3




            thanks for ur share!!
            Tcimage3d Studio
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              Hi guys,
              I would like to share my works done with Luos Huang's GPULightmass.
              Big thanks to Lous Huang for giving us this amazing tool which speed up the workflow and delivre a incredible results.

              Here is the clip : https://www.youtube.com/watch?v=0CeH-CS0m98&t=1s

              Cuong PHAM
              ----------------------
              Infographiste 3D
              Attached Files

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                Some of my work using this GPU lightmass. I only modeled the house.
                Attached Files
                System
                ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

                ArtStation
                Artwork thread

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                  Originally posted by Luoshuang View Post
                  I think I can add it to my plan.
                  Thanks, I think it would be beneficial overall (let's say GPU goes down and people still need to work on the project while waiting on the new GPU)

                  Originally posted by Luoshuang View Post
                  Also an interesting thing is that according to my measurement GPULightmass is actually 25~50x faster than CPU regarding indirect lighting sampling. However there is a lot of work that is still done by CPU (namely Signed Distance Field shadowmap calculation). So one purpose of this overhaul is to move these to GPU too. If someone has been already experiencing this problem (very low GPU execution time compare to total baking time) maybe can consider sending the scene to me to investigate.
                  So, does it mean that 50% performance drop in simple scenes using GPULightmass is still going to be a way faster than building lighting for the same simple scenes on CPU ?

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                    Does anyone know why i get this circle artifact in my point light when i switched to GPU light-mass? Didn't have this issue in CPU light-mass, i am using 4.20.

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                      Thank you Luoshuang..

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                        4.21 Update!!! Please!!

                        Is it hard Luoshuang to update to a a new versio of UE4?

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                          Originally posted by oversky View Post
                          4.21 Update!!! Please!!

                          Is it hard Luoshuang to update to a a new versio of UE4?
                          https://forums.unrealengine.com/deve...84#post1550984

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                            I have a problem, when using a static direct light movable objects don't cast a shadow after baking, Help please.

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                              Static lights don't cast dynamic shadows. You need to use a stationary light.

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                                Originally posted by ZacD View Post
                                Static lights don't cast dynamic shadows. You need to use a stationary light.
                                thanks! I’m new in Unreal so I’m learning and I wasn’t aware of this

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