Originally posted by Bimbachi
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Luoshuang's GPULightmass
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Technology Officer
Magma3D
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Originally posted by Situx View Post
I'm currently super bussy with work, which is always a good thing. But sadly it's keeping me far away from unreal, so I have little or not time to update it. The code is there, anyone with some skills can do the dirty work and update the hashs. Just send me a pull request and I'll gladly merge it.
Unfortunately I dont have those skills.
Regards
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Hi guys,
Hi share with you a scene that i’m working on with gpu lightmass.
video link :
https://youtu.be/cKXJ2oamHfw
I am quite happy with the result since it took 4 hours to bake with 1080ti. It’s look like I have better results than CPU in less baking time so many thanks to Luoshuang for amazing work!
I set Lightmap resolutions to 512 max but sometimes I had to split the mesh to get good enough shadow resolution. General settings for GPU lightmass are set to “insane quality”.
If you have some tips to get better results I would be happy to heard your feedback. Also if you have some questions feel free to ask!
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Hallo,
thanks to this awesome GPU render. Here is my first small project I work on, it is still in testing stage. I work on windows application, also HTML5 is possible now such as android. (yes, with a lot limitation) Now I am trying to export 360 VR also. These examples are from windows version:
https://roundme.com/tour/374551/view/1281826
Anyway, is in plan to add own light sources? I know that it is possible to simulate all by emissive material, but in backward doing solution for GI this method produce a lot of noise. SO would be cool to have own GPU forward computing light sources with subdivs parameter or just something better than UE lights. I just hate the crazy quality and bottle neck CPU power of UE lights.
Also is different of memory consummation between GPU or CPU GI? I have actually the biggest problem with GBram, not with Vram. I have 64Gbram and 11 VGBram. This scene took more then 64 gigs and just 8 VGBram. SO I would do better resolution for textures, but I am actually limited by GBram of my computer. I used the CMD line to save some ram, but that is just not a solution.
Also a support of translucency (just for courtains) would be great
Tomas.
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Prometheus - GPU Lightmass Overhaul
Lightmap UV Testing
4.22.0 Release: https://dl.orangedox.com/FQOQDuOwqiVCNvcsnP
[Updated 13:55 2019/3/17 0.0.1: Fixed some bright corner issues (lol).]
[Updated 00:10 2019/3/21 0.0.4: Fixed chart dilation issue.]
[Updated 13:11 2019/3/28 0.2.0: Greatly improve video memory consumption.]
[Updated 14:35 2019/4/04 0.3.0: Added skylight importance sampling and other parameters.]
Needs CUDA driver version >= 419.17
Since the overhaul took much longer than I expected, I decided to roll out some new versions containing important functionalities to test whether they work well and if I should invest more into them. This version focuses on lightmap UVs and dark corner elimination.
Only a single static skylight is supported, no other lights. Also no masked material support, no VLM/SPLS support. Just testing lightmap UVs.
Creating lightmap UVs for complex objects & dark corners at object intersections are concerning/frustrating issues always. I have been testing multiple (potentially costly) techniques to see whether I can mitigate most of the artifacts - especially at lower lightmap resolution. Now this version should be able to get rid of most of those 'common' dark corners, provided that the hard edges on your object are properly split - which most auto UV gen software would do (Due to limitations in UE4's lightmap directionality representation, 'spherical harmonics', non-planar texels won't work well even if Prometheus has computed them super precisely, which means lightmap texels crossing a hard edge will never be correct).
Baked with Prometheus:
V-Ray viewport reference (Reinhard tonemapping, exposure +3)
Last edited by Luoshuang; 04-04-2019, 02:35 PM.
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Originally posted by Luoshuang View PostYou can use command line to launch the editor and bake lighting to save GPU resources for GPULightmass, especially video memory.- Engine/Binaries/Win64/UE4Editor-Cmd.exe "path\to\your\project\yourproject.uproject" -run=resavepackages -buildlighting -allowcommandletrendering -map=/Game/Maps/MyMap.umap
- Remember to replace Content with Game in the umap path
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Originally posted by Luoshuang View Post
I've updated a fresh packaged version, you can try again
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Hi Luoshuang,
I am testing your new Prometheus and getting some problems. On the first pic white dots, and on the second dot it is too noisy (how can I switch settings to max quality?)
I found this lines in code :
[DevOptions.GPULightmass]
NumPrimaryGISamples=32
NumSecondaryGISamples=16
FireflyClampingThreshold=10.0
Which numbers I need for Ultimate settings like in previous ver. of GPU Lightmass ?Last edited by ldo; 03-18-2019, 05:45 PM.
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Originally posted by ldo View PostHi Luoshuang,
I am testing your new Prometheus and getting some problems. On the first pic white dots, and on the second dot it is too noisy (how can I switch settings to max quality?)
I found this lines in code :
[DevOptions.GPULightmass]
NumPrimaryGISamples=32
NumSecondaryGISamples=16
FireflyClampingThreshold=10.0
Which numbers I need for Ultimate settings like in previous ver. of GPU Lightmass ?. Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?
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