Any idea why im getting banding on the dresser on the left and a strange circle artifact on the back wall? It isnt there when in using primary GI samples 16 and secondary Gi samples 8 but gets worse as i raise them to 32x16 and 128x64 respectively
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Originally posted by dustintinkler View PostAny idea why im getting banding on the dresser on the left and a strange circle artifact on the back wall? It isnt there when in using primary GI samples 16 and secondary Gi samples 8 but gets worse as i raise them to 32x16 and 128x64 respectively
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Originally posted by Luoshuang View Post
I have no idea about the problemmy code does exactly i said, treating all stationary skylights as static
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Originally posted by tomtnt View Post
Are you using compression for lightmaps? (world setting - lightmap card, checker box of compression) Normally much better results are without compression.Last edited by dustintinkler; 03-22-2019, 01:09 PM.
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Originally posted by DsyD View Post
Well, thatt's odd, then...I guess it must be something to do with the skysphere mesh then, behaving differently under static vs. stationary? It is set to Movable, so I would kind of expect the opposite behavior if there were something wrong with the mesh or material settings...
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Originally posted by Luoshuang View Post
While the newest testing Prometheus is missing a lot of features, it should work with LOD/HLOD though- Ray hit rejection by LOD/HLOD hasn't been implemented and you may see black splotches where lower LOD meshes poke out.
Last edited by kurylo3d; 03-22-2019, 01:03 PM.
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Originally posted by dustintinkler View Post
check to make sure your material is set to unlit so its not affecting lighitng, also make sure your material is not two sided and that the normals are facing inwards. there is an inverse sphere mesh in the engine content that i usually use for my skies.
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Hi Luoshang. Prometheus didn't work on my spec: win10, GTX1080 and nvidia creator ready driver 419.67 or did i miss something?Last edited by Thom Coffee; 03-23-2019, 06:48 AM.
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good people i saw GPULightmass once working in my PC with gtx 970. with extreme quality and high settings it took less than an hour.and that was it, now it takes a day to built light of the same scene. I've Formatted my PC and re-installed everything. it took 4 hours to build the scene and back to insane hours again. please help
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Originally posted by Philliano View Postgood people i saw GPULightmass once working in my PC with gtx 970. with extreme quality and high settings it took less than an hour.and that was it, now it takes a day to built light of the same scene. I've Formatted my PC and re-installed everything. it took 4 hours to build the scene and back to insane hours again. please help
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First, this script is incredible!!!!
now I have noticed that images are darker than compared to regular lightmass. I can fix that increasing the GI in post but, is that the way to work with this??
Second, I noticed that glossiness display different, like way more glossy than regular shading. Someone else also seeing this?
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Originally posted by armoredrat View Post
it might be a driver issue. try another versions or if you havent install creators driver yet also try it.
im new please can you explain to me by saying another driver where to find it and install it. same apply to creators driver. please take me step by step.
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test in 4.21
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