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Luoshuang's GPULightmass

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    tomtnt, good testing, I stand corrected . I'll try myself but I believe that I'll see the same results.

    Ryzen 2 2700X / 32GB DDR4 / GTX 1080 Ti / Sketchup Pro / Substance Designer and Source / Unreal Studio

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      Lets hope upcoming Lightmass will use OpenCL too as i just got Vega 64 cheaply and it has massive power for calculations.
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        Originally posted by AE_3DFX View Post
        Lets hope upcoming Lightmass will use OpenCL too as i just got Vega 64 cheaply and it has massive power for calculations.
        compare nowadays renders Vs unreal ligtmass is lightmass so old technique. I would like to see some GI baking tests by Vray CPU in Unreal - but there is not much information now.
        Anyway, GPU is fine, but It is very limited due the Vram size. If there would be medium expensive graphic cards with 32 or 48 or 64 VGram that would finally starts GPU calculations for masses.
        Btw, a bit surprised me that Unreal is still using photons for secondary rays. (I stopped using them 10 years ago?...on the other hand, it was developed for games and I work in CG...)

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          you should implement nvidia optix denoiser

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            I'm struggling with getting it work - seems directional light and skylight are 'ignored', as in it results in black areas. Exceptions are point/spot lights - these work.UE4 4.21.2, gpu lightmass is 4.21.0. Could it be version incompatibility?

            I've tried different levels, in same project, replacing light sources with default ones, different intensity values (10 lux up to few thousands, for directional light). Stationary and Static.

            All I did for installation, is extracting gpu lightmass files and replacing in ue4 folder.

            EDIT: By accident, but it seems that sky sphere is blocking lightning from skylight/directional, which wasn't the case few months ago/before installing gpu lightmass. Going to investigate it later
            Last edited by tonpix; 02-14-2019, 06:14 AM.

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              @tonoix I had kind of simillar problem, and had to change a sphere, correct her UV’s . It helped.

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                Originally posted by Bimbachi View Post
                @tonoix I had kind of simillar problem, and had to change a sphere, correct her UV’s . It helped.
                Unchecking on "Cast shadows" on sky sphere properties fixed it, I'm not sure why it was different, last time I've used UE4 was 4.18 (and it wasn't blocking sky/sun lightning then), I can guess that few versions update changed something

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                  I am having a problem when I build lights. It is giving me an error "Invalid device symbol". I am attaching a screenshot of my problem. Please help.
                  Attached Files

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