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    Originally posted by iLikeTheUDK View Post
    How stable are the current builds?
    Been working fine for me on 4.21. Only issue I had was a crash when I activated Virtual Texturing for the Lightmaps. It's a new feature in 4.21 and I think Luoshuang hasn't had the time to implement it yet. Otherwise, working fine on every lighting build.
    Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
    Unreal products: Dynamic Picture Frames, Neo Kinect

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      @Luoshuang

      idea is to not use any small & bright emissive light sources in GPULightmass.[/B] If you want to get rid of sparkles, you can also try tuning down 'FireflyClampingThreshold'.[*]GPULightmass uses 'Two Sided Emulation' on all two-sided materials which could be the reason why people are seeing darken environments and light leaks. Currently the workaround is to turn off two-sided on the problematic materials.
      ... so how to represent glowing wires in old type light bulb? :-) any way even with CPU lightmass in 4.21 all my emisssive materials looks like not emissive?

      also

      I have many materials and mat instances, is there any what to find fast doubel sided mats instead checking one by one?

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        I tried it with 4.21 and it is so great! So much detail in baked light and it is really fast, only IES support is missing .

        Thanks Luoshuang !

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          Does this support volumetric light probes yet?

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            Is there any news about the new lightmass version Luo Shang was working on for 4.21? He released the current version for 4.21 in the meanwhile since it took longer than expected but what about now? Can't wait to try it out.

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              I'm getting a pretty poor impact from my SkyLight except for the indirect contribution in the Volumetric Lightmaps. I thought it might have been an issue with the extended ranges with physical units, but the other lights appear to be working correctly. I've rebaked ~20 times with minor tweaks to intensities and options posted below with no SkyLight contribution in the scene, and finally I'm seeing something from the SkyLight BUT the intensity is super low. With a SkyLight intensity of 5000 cd/m²(randomly picked value for the time being), I can't see anything unless I'm using negative EV values which suggests the Illuminance is less than 1.

              This is in the Realistic Rendering scene. The exterior seemed to have received the SkyLight correctly now, but the interior looks like it's completely cut off and not receiving any bounce except where there's a small hole. This is at -2 EV, so the exterior and VLMs are blown out while the interior is practically pitch black. All volumes and meshes in the doorway have been removed.

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              I've tried Static and Stationary with a captured HDRI skybox and a HDRI plugged in directly. I've tried all GPULightmass settings and I have Production enabled in the editor(as suggested in the OP). Using 4.21.

              Am I missing something with the SkyLight? I've only used GPULightmass a tiny bit after finally getting tired of the enigma that is Swarm(practically a requirement for CPU baking), but other than the necessity for high Lightmap resolutions and the SkyLight issue, it appears to be working great.
              Lighting Artist @ Rockstar Games
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                Originally posted by rosegoldslugs View Post
                I'm getting a pretty poor impact from my SkyLight
                I think there's a bug there too. Been having problems in a city environment myself. Try turning off Lower Hemisphere is Solid Color in the Skylight and let me know if it helps you too. It seems to randomly help me.
                Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                Unreal products: Dynamic Picture Frames, Neo Kinect

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                  I get the same issue with weak skylight and bounce lighting at high intensities. RVillani i tried what you suggested and it did not work for me.

                  My settings are:

                  Directional Light Brightness: 125 000 lux
                  Sky HDRI Brightness: 40 000
                  Skylight Brightness: 1 ( this could be misleading, what this really means is: 1 * SKY HDRI Brightness)

                  These settings are roughly equivalent to a bright hot day in reality. and with CPU lightmass I get the expected results. GPU lightmass seems to start going funky with intensities in the region of 10 - 100 for both skylights and directional lights.

                  Work Tutorials

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                    Originally posted by CupMcCakers View Post
                    I get the same issue with weak skylight and bounce lighting at high intensities.
                    I got it working somehow, but can't really figure out what made it work. One really weird thing I did was to set the Distance Threshold to 20000 (200m). For my 2km wide city that's really small. And my sky sphere is much larger even. But high threshold values wouldn't work.
                    Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                    Unreal products: Dynamic Picture Frames, Neo Kinect

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                      Did a quick test. Had to push the skylight intensity quite a bit to get a decent amount of bounce. Unlike rosegoldslugs though, I got some eventually. In my case at 30 cd/m2.

                      The HDR I used:
                      https://hdrihaven.com/hdri/?c=skies&h=umhlanga_sunrise


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                        It was late and I'm an idiot. I figured out why the interior wasn't get anything, there was still a hidden object being baked

                        Still, the SkyLight doesn't seem to take into account any of the settings and it bakes possibly as is from the HDRI? I've unchecked the solid color lower hemisphere option and the Distance Threshold super low to ~4500. Neither one seemed to make a difference. In fact, cranking the intensity all the way up to 20,000 with 10 for the indirect intensity makes no difference either... at least as far as the diffuse contribution goes. It seems like the Specular and VLMs are reacting accordingly though.

                        Lighting Only mode. Little to no bounce, intensity is weak despite being * 20k
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                        Cubemap reflection inside seems to capture the fog
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                        VLMs seem to be working properly with a sky of this strength...
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                        Lighting Artist @ Rockstar Games
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                          Originally posted by The_Distiller View Post
                          Did a quick test. Had to push the skylight intensity quite a bit to get a decent amount of bounce. Unlike rosegoldslugs though, I got some eventually. In my case at 30 cd/m2.
                          I tried out the HDRI you used and some other daytime ones instead of my low-light/ambient image from before. I am getting different results based on the HDRI, but I still seem to be limited in intensity for the diffuse. There is a noticeable difference with a daytime HDRI(Bonifacio Stairs from Painter) plugged into the light at 1, 30, and 3000 cd/m², but it's still barely visible unless I go into negative EVs, which are meant for shooting pitch black night skies and should actually be blown out with a ~3000 cd/m² light source.

                          What exposure are you using and how different is your Lighting Only view from any of the others that include Specular?
                          Lighting Artist @ Rockstar Games
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                            I'm using the standard expose with min and max brightness set to 1, no bloom and no SSAO&SSR. Here are the different lighting modes:

                            ArtStation - Portfolio

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                              Originally posted by The_Distiller View Post
                              I'm using the standard expose with min and max brightness set to 1, no bloom and no SSAO&SSR. Here are the different lighting modes:

                              Thanks! That's definitely not what I'm seeing on my end. I'll do some more tests tonight. It seems like everyone with proper SkyLight bakes aren't using physical units, I wonder if there's an issue with those values when baking.

                              Has anyone else used higher intensities for physical units and had any luck with the proper exposure?
                              Lighting Artist @ Rockstar Games
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                                notice that there is a setting in BaseLightmass.ini called FireflyClampingThreshold which may affect the maximum brightness.

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