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    Originally posted by SilentAndAsleep View Post
    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.
    Can anyone answer this pretty please?

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      Originally posted by Luoshuang View Post
      notice that there is a setting in BaseLightmass.ini called FireflyClampingThreshold which may affect the maximum brightness.
      Hi Luoshuang, I tried changing the threshold from the default 10 to 0.5 and 1,000,000 with no visible difference. I switched everything back to defaults with locked exposure at 1:1, skybox and skylight intensity at 1 and I'm still having an issue, so it doesn't seem to be related to the high values at least. The unbaked Stationary and Movable SkyLight shows the desired lighting, yet when I bake, the diffuse contribution is black. Are there any other factors that can potentially cause this that I should look into?

      Actually my bounces in general are lackluster, with no bounce at all from a Directional Light. Comparing the GPU bake to the CPU bake shows a pretty big difference in bounce light. Maybe there's some other issue I'm having here
      Last edited by rosegoldslugs; 01-05-2019, 02:25 AM.
      Lighting Artist @ Rockstar Games
      ArtStation
      Twitter

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        Originally posted by SilentAndAsleep View Post

        Can anyone answer this pretty please?
        I think he is still working on it. He said several months at least, and since it's a project in his spare time, he only has so much mental energy per week to commit to it, I'd imagine . So I don't expect to see it until later in 2019. Luoshuang, am I correct here?
        Ryzen 9 3950X / 64GB DDR4 / EVGA RTX 2080 Ti / Sketchup Pro / Substance Designer and Source / Unreal Studio / Twinmotion

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          GPU Lightmass, 90 minutes on maximum (128/32) settings. I found using the all-white HDRI image from the Marketplace's Ultra Dynamic Sky, with a Skylight intensity of 10, worked well for lighting the interior.
          Ryzen 9 3950X / 64GB DDR4 / EVGA RTX 2080 Ti / Sketchup Pro / Substance Designer and Source / Unreal Studio / Twinmotion

          Comment


            Originally posted by rosegoldslugs View Post
            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
            After reading this I went back to one of my problematic environments and realized I'm an idiot too lol. My skybox was set to Cast Shadows (it needs a lit material for reasons). I turned it off and voila: Skylight's working as expected, even at intensity 1 cd/m².

            Now, for the city environment I mentioned, that skybox is unlit. So that one's still a mistery why I had so much trouble to get the Skylight to work.

            FYI, it's a VR project, with forward rendering and I'm always using static Skylight.
            Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
            Unreal products: Dynamic Picture Frames, Neo Kinect

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              I'm having a light problem, please help me fix it even though I tried many ways but the results have not changed

              Comment


                Originally posted by epcherryb1 View Post
                I'm having a light problem, please help me fix it even though I tried many ways but the results have not changed
                Be more specific. What is the problem there? Looks normal to me.
                Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                Unreal products: Dynamic Picture Frames, Neo Kinect

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                  Hello! I running ue4 editor linux how to use gpulitgthmass under Linux? Did't?

                  Comment



                    The artifacts we see in the screenshot, are caused for this reason?
                    "Ray hit rejection by LOD/HLOD hasn't been implemented and you may see black splotches where lower LOD meshes poke out"

                    If yes, is there a way to avoid this?

                    Comment


                      Gpu lightmass can support multi bounce skylight now ???

                      Comment


                        Originally posted by Muchasty View Post
                        The problem was .... and sparks made from the one of LED emitter in my coffee machine model ( added node LightmassReplace to avoid bake cause all what is an emitter is used to add the light to the scene by the GPU Light mass).
                        ....
                        Hi Muchasty

                        could you pleas describe more in details this node use solution? I have similar sparks problem in shadowy areas.
                        thanks

                        Comment


                          Good job! Thank you!

                          Comment


                            Originally posted by RVillani View Post

                            Be more specific. What is the problem there? Looks normal to me.
                            Seems to reflect incorrectly, all the reflect of the floor is white.
                            and the shadow area here is also incorrect
                            How to fix it.
                            I tried on another project and there was no problem.

                            Comment


                              Im also getting this array bounds error on a custom source 4.21 build.
                              Im using the source (hybrid) install engine modification zip, tried full rebuild of ue4 and lightmass and clearing caches

                               
                              Spoiler

                              Comment


                                Originally posted by Situx View Post
                                I made a script that will automatically download and install GPULightmass on your binary installation folder, perform a batch of checks to avoid issues (like nvidia driver version and TdrDelay), and allow to change GPU bake quality among fast, medium, high, extreme, without the need to restart Unreal.

                                If it helps someone, just give me a "Like" below.

                                UPDATE 12/11/2018: Now updated to work with 4.21 (Unified Settings). Allows to chage settings on the fly between different BaseLightmap.ini configurations.

                                Now on GitHub: https://github.com/sgeraldes/LightmassConfiguration/

                                DIRECT DOWNLOAD to the latest version: LightmassConfiguration.zip

                                Instructions:
                                1. unzip LightmassConfiguration.zip to any folder (empty folder is better).
                                2. double click the .bat file and follow the instructions
                                What it does:
                                • The script will download GPU lightmass 4.20.2 from the OP into the same folder, backup CPU Lightmass for you, and install GPU on your choosen quality level.
                                • It features an undo or "Restore CPU Lightmass" option.
                                • On-the-fly switch of GPU Lightmass with UnrealEd running (no need to restart unreal).
                                • It works with 4.21, but can easily be adapted for 4.20x and 4.19.x if needed by adjusting a few parameters inside the file (just edit with Notepad and change UnrealVersion variable to 4.20 or 4.19.
                                What it does not:
                                • Brew you some coffee
                                Requirements:
                                • Windows 10 (not tested in earlier versions, may work but no guarantees)
                                • Admin privileges
                                The script has the following features:
                                1. Show you the version of Nvidia drivers running (and any other display driver that's running, i.e.: Intel HD) and warn if not sufficient
                                2. Check if you have TDR settings as recommended, IF NOT: the script will ask you to do the changes for you (optional)
                                3. Allows changing GPU Lightmass quality settings (fast preview, medium, high-ultra, extreme) without needing to restart unreal.
                                4. Backup CPU lightmass for you and give you the option to go restore it later
                                5. It will override BaseLightmass.ini on your Unreal folder (it will first backup in the zip archive the version you have and allow to restore at will).
                                6. Checks if GPU Lightmass is installed, if not...
                                  • Download the latest version of GPU Lightmass for you from Luoshuang's links
                                  • Download 7Z.exe to quickly backup and perform decompression of the files in the archives
                                  • Finds the installation directory of Unreal, and unzip the files there according to the quality you select (will prompt you for it)
                                7. If UnrealEd is running, the script will disable the option to change GPU and CPU lightmass as it needs to access files that are in use to do so.
                                Please note: The script will give an error while copying when trying to change the quality settings with Unreal Ed running. That's perfectly fine, the file is just been copied over to be sure it remains the same. I guess I could just copy GPULightmassKernel.dll instead of the whole bunch, but I just think it works as-is just fine. The copy of a single will fail but GPU Lightmass will work the same.

                                Also note: the script can't change from CPU to GPU lightmass while the Unreal Editor is running, so the script will check for that and disable the option accordingly.

                                The only file that has the changes for quality, and the only file that is in any way different between the different packs, is GPULightmassKernel.dll (I did a binary compare of each file to be sure).

                                Screenshot:
                                 
                                Spoiler

                                UPDATE 12/11/2018: New Version 0.3.2. Updated to work with UnrealEd 4.21 (Unified Settings). Allows to chage settings on the fly between different BaseLightmap.ini configurations.
                                UPDATE 09/23/2018: Version 0.3.1 It now works with UnrealEd 4.20.3 and GPU Lightmass Unified Settings. Also created a menu to change Unified Settings quality choosing from the different presets. Fixed a bug with backup of CPU Lightmass that may not keep folder structure in the zip archive.
                                UPDATE 09/22/2018: It currently works with up-to 4.20.2 as binary distributions for GPU Lightmass 4.20.3 are not available. The installer doesn't work either with Unified Settings, so I'm working on a new installer to work exclusively with it.
                                UPDATE 08/23/2018 v0.2: Modified to allow easier updates of the engine. Fixed some bugs. better detection of some parameters and added a fail-safe in case it fails.TDR settings now in decimal instead of hexa .
                                UPDATE 08/23/2018 v0.2.1: The script now actually checks for driver version and warns the user if the driver does not meet the requirement.
                                I tested on Windows 10, and it close fast after requenst admin permissions. I delete
                                Code:
                                CALL :UAC
                                in your .bat and all work. I thinkm that in W10 other logic get permissions. Thank you for work!

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