This is amazing. you are awesome. It is possible that in the future this will work for AMD, I was thinking about buying a vega 7
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Luoshuang's GPULightmass
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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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Originally posted by Luoshuang View Post
Prometheus currently does not respect num samples settings. Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?
Any ETA for final release?Last edited by ldo; 03-19-2019, 08:24 AM.
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Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into "invalid device symbol" error then crash. I used the automatic installer. (Sorry if that was asked before)Snap Plugin for Editor âš™ Snap Plugin for Games
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Are multiple GPUs supported?
Also, is it possible to use different GPUs, like none SLI setups, for example a bunch of 1060, since the heavy process is on the memory this can probably improve times keeping the scaling costs low.
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Originally posted by Luoshuang View Post
Prometheus currently does not respect num samples settings. Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?
Ryzen 2 2700X / 32GB DDR4 / RTX 2080 TI / Sketchup Pro / Substance Designer and Source / Unreal Studio
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Hi to all,
First of all thank you for this trick.
I am having the issue of very low performance of de GPU running at 5-6%.
Graphic card: 1060 6gb, drivers updated.
Anyone know how to improve it?
Thank you in advance.
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Originally posted by scha View PostDoes it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into "invalid device symbol" error then crash. I used the automatic installer. (Sorry if that was asked before)
Originally posted by SilverDragon View PostAre multiple GPUs supported?
Also, is it possible to use different GPUs, like none SLI setups, for example a bunch of 1060, since the heavy process is on the memory this can probably improve times keeping the scaling costs low.
Originally posted by nachovillegas View PostHi to all,
First of all thank you for this trick.
I am having the issue of very low performance of de GPU running at 5-6%.
Graphic card: 1060 6gb, drivers updated.
Anyone know how to improve it?
Thank you in advance.
Starting from NVIDIA 419.xx drivers, how the CUDA and 3D queue are scheduled is changed and 3D will always take priority over CUDA.
- 4 likes
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Originally posted by PMcKenzie2004 View Post
I got the following results. Sketchup to 4.21 via Datasmith. Upgrade project to 4.22 preview 5. Bake with Prometheus. Thoughts?Are you having any issue with complex objects? One thing I want to achieve with Prometheus is that it should work with auto gen UVs (not generated by UE4Editor, but by your modeling software, like 'auto projection/layout' in Maya) without producing artifacts beyond UV seams (which is supposed to be addressed in following releases) so that lightmap UV workflow can be simplified greatly.
Last edited by Luoshuang; 03-20-2019, 10:17 PM.
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Originally posted by Luoshuang View Post
Looks no problem to meAre you having any issue with complex objects? One thing I want to achieve with Prometheus is that it should work with auto gen UVs (not generated by UE4Editor, but by your modeling software, like 'auto projection/layout' in Maya) without producing artifacts beyond UV seams (which is supposed to be addressed in following releases) so that lightmap UV workflow can be simplified greatly.
. I will try something more complex (irregular sculpture perhaps) this weekend and report back. Thank you for your continued work on this!
Ryzen 2 2700X / 32GB DDR4 / RTX 2080 TI / Sketchup Pro / Substance Designer and Source / Unreal Studio
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Thanks you soooo much for all the work you've put into making Unreal Engine a better platform for us design folks. There are a ton of stuff I still do not understand but seeing all the work you have put into it is really inspiring. I just wanted to thank you for your work and dedication, I know you probably don't hear that a lot. God bless you man and thanks for inspiring all of us newbies.
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