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Luoshuang's GPULightmass

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    I will. It's a Datasmith scene, I will clean up and message you with a Dropbox or similar link in a day or so. Thanks.

    Some of the materials are Allegorithmic's, I will have to replace those with Epic's (don't need a note from their lawyers...).
    Ryzen 9 3950X / 64GB DDR4 / EVGA RTX 2080 Ti / Sketchup Pro / Substance Designer and Source / Unreal Studio / Twinmotion

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      Originally posted by ZacD View Post





      Are you using the 4.21 version that was just added?
      Yes Im using 4.21 but not working its error.,

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        Were there an update regarding the engine modification required for 4.21 source version to work?
        Using latest 4.21 from Unreal repository i have errors on my side.

        Thanks Luoshuang !
        LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

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          Originally posted by MaximumDup View Post
          Were there an update regarding the engine modification required for 4.21 source version to work?
          Using latest 4.21 from Unreal repository i have errors on my side.

          Thanks Luoshuang !
          I've uploaded a 4.21.0 version in the main post, you may have a try (haven't fully tested, just cherry-picked from my 4.21.0 branch)

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            Hi every one
            Is there any chance to work with Stationary Sky light?
            becoz I have an exterior&interior scene together and I wanna sky light photons go to the inside of my house !

            Comment


              Originally posted by Luoshuang View Post

              I've uploaded a 4.21.0 version in the main post, you may have a try (haven't fully tested, just cherry-picked from my 4.21.0 branch)
              EngineModification4.21.0.zip working perfectly now.

              Thanks Luoshuang !
              LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

              Comment


                Does GPUlightmass work with lightmass portal actor?
                Also does the number of sky lighting bounces have any effect?

                Thanks
                Attached Files

                Comment


                  Could someone tell me, what I'm doing wrong? I have a single scene with an interior and exterior, mostly with Datasmith geometry and shaders, and textures resized by hand between 512-1024px res. At some point, the light build stopped even through the console. At the moment I have around 220 items in the scene for which you need to build a light. During the calculation of bounces, the memory of my GTX 1060 is loaded at about 4.9-5.2gb out of 6, but after last bounce pass, I've always get that "out of memory" error. Hom many VRAM do I need more for the next step? Or this is impossible to get away from that, for now? I'm using gpu lightmass for UE 4.20.3

                  Comment


                    Originally posted by KTRN View Post
                    Could someone tell me, what I'm doing wrong? I have a single scene with an interior and exterior, mostly with Datasmith geometry and shaders, and textures resized by hand between 512-1024px res. At some point, the light build stopped even through the console. At the moment I have around 220 items in the scene for which you need to build a light. During the calculation of bounces, the memory of my GTX 1060 is loaded at about 4.9-5.2gb out of 6, but after last bounce pass, I've always get that "out of memory" error. Hom many VRAM do I need more for the next step? Or this is impossible to get away from that, for now? I'm using gpu lightmass for UE 4.20.3
                    For GPUs with low VRAM amounts, try to keep your lightmap resolutions to 512 and lower.
                    Antoine Guillo, FR
                    Virtual Reality Designer
                    https://groupe-legendre.com/

                    Comment


                      Originally posted by LegendreVR View Post

                      For GPUs with low VRAM amounts, try to keep your lightmap resolutions to 512 and lower.
                      Yeah, I've done it. For biggest parts, I've got 256 or even 128px, but I need to understand how many percents of free VRAM do I need after that bounce passes because if it's not fitting into my limits, that's kinda sad. There is not much to optimize in my scene already. And then, somehow, after all, my scene had been baked before, but the changes in it were not so many. Literally added a couple of new items. Perhaps it makes sense to combine some meshes, like these cabinets, into one, but they have so small lightmap rez already.
                      Click image for larger version

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                      Attached Files
                      Last edited by KTRN; 12-03-2018, 09:52 AM.

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                        Oh, and If it's possible, maybe I can swap some rendering process on another GPU? I tried setting up swarm connection with another PC, with GTX 960 4gb, but looks like it's not taking much of processing, and it's VRAM definitely not used, resting at 0,2gb of load
                        Attached Files

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                          Thanks Luoshuang.

                          Now its working on my RTX card now,.

                          Its also possible to support 4.19 version with same rtx card?
                          Attached Files

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                            Originally posted by thundermax1979 View Post
                            Thanks Luoshuang.

                            Now its working on my RTX card now,.

                            Its also possible to support 4.19 version with same rtx card?
                            hi what gpu do u have? can u test it rtx bake performance? any benchmark pascal(1080 ti) vs turing(2080 ti) on bake time?

                            just find the results on here. https://render.otoy.com/octanebench/...r=&singleGPU=1

                            increased cuda cores need to make a difference or?
                            Last edited by Nocturness; 12-04-2018, 02:08 PM.
                            Amberify Asset Pack | UE4.18 / 4.24

                            Comment


                              Originally posted by JoeWintergreen View Post
                              Anyone else able to repro HLOD lighting not working?
                              Hlod's turn black for me in the 4.21 version. Several pages ago Luoshuang already mentioned he was working on many changes regarding (h)lods. I guess he disabled those modules altogether for this temporary 4.21 version - until he's done with those changes (4.22?).

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