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Luoshuang's GPULightmass

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    Hello ! Thank you for such a wonderful rendering tool.

    https://artstn.co/p/lV6nOY

    Comment


      test in 4.21
      Tcimage3d Studio
      Unreal Artist & Developer in archi & interior Visual
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      Request a quote today:tcimage3d@gmail.com
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      Comment


        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.

        i manege to download and install creators drivers it didn't help. please help

        Comment


          I've been testing new Prometheus baker and noticed that there is some blocky artifacts under plane with translucent material on the edge of modular floors. Otherwise it's amazing!

          Comment


            Originally posted by vGNS View Post
            I've been testing new Prometheus baker and noticed that there is some blocky artifacts under plane with translucent material on the edge of modular floors. Otherwise it's amazing!
            Yep, translucent/two sided materials are not properly supported by Prometheus currently and they will cause trouble for objects behind them. Did Prometheus successfully remove the dark corners?

            Comment


              Originally posted by Philliano View Post
              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
              I just identified an issue with GPULightmass 4.21.0 unified settings and I uploaded a new one. The issue is it could stuck forever if you have a Turing card. Not sure if it will help with your GTX970 (Maxwell). But another known thing is in newer NVIDIA drivers 3D apps like UE4Editor take priority over CUDA, so if you leave UE4Editor running in foreground with 'Realtime' checked on the viewport it will slow down GPULightmass drastically.

              Originally posted by Thom Coffee View Post
              Hi Luoshang. Prometheus didn't work on my spec: win10, GTX1080 and nvidia creator ready driver 419.67 or did i miss something?
              You have exactly the same settings with me Maybe you can try newer versions like 0.1.0 to see whether it works.

              Comment


                Originally posted by Luoshuang View Post

                Yep, translucent/two sided materials are not properly supported by Prometheus currently and they will cause trouble for objects behind them. Did Prometheus successfully remove the dark corners?
                I never had an issue with dark corners, so I cant tell if it did, but I noticed that sometimes dark line artifacts between modular meshes are present.

                Comment


                  Originally posted by vGNS View Post

                  I never had an issue with dark corners, so I cant tell if it did, but I noticed that sometimes dark line artifacts between modular meshes are present.
                  About this problem you will want to check whether the lightmap UV charts of the faces are properly detached and have enough padding. If you're using UE4's auto lightmap UV gen, you'll want to abandon it immediately - it is seriously bugged until I fixed it, however the fixes are not in 4.22 and will be in 4.23

                  Comment


                    Originally posted by Luoshuang View Post

                    About this problem you will want to check whether the lightmap UV charts of the faces are properly detached and have enough padding. If you're using UE4's auto lightmap UV gen, you'll want to abandon it immediately - it is seriously bugged until I fixed it, however the fixes are not in 4.22 and will be in 4.23
                    I do my lightmap uvs manually, rechecked them and yeah - padding is a bit too tight for the resolution I set (128^2). Just noticed you've uploaded new version of prometheus - will check it out asap.

                    Comment


                      Originally posted by Luoshuang View Post

                      About this problem you will want to check whether the lightmap UV charts of the faces are properly detached and have enough padding. If you're using UE4's auto lightmap UV gen, you'll want to abandon it immediately - it is seriously bugged until I fixed it, however the fixes are not in 4.22 and will be in 4.23
                      You fixed lightmap generation!? that is literally the most exciting news I’ve heard in awhile! I don’t care if I have to wait for 4.23

                      Comment


                        Originally posted by Nerdsbeware View Post

                        You fixed lightmap generation!? that is literally the most exciting news I’ve heard in awhile! I don’t care if I have to wait for 4.23
                        Actually it is not fixed by me, but by the author of the packing algorithm long time ago . But the fix was lost in some internal merges and never released. I resurrected them. However, how it works is not changed - try to derive lightmap UVs from your texture UVs by flattening and expanding stacked UV charts. So if your texture UVs have folded/flipped UVs on the same chart it still wont work.

                        EDIT: Also when 4.23 arrives you'll need to reimport or randomly modify the static mesh settings to trigger a 'rebuild' of the mesh to make the fixes effective.
                        Last edited by Luoshuang; 03-26-2019, 08:43 PM.

                        Comment


                          Hi Luoshuang any input regarding the fresnel difference between lightmass and your GPU renderer. Take a look at the post of tc22 I am getting the same results with my materials.
                          Francisco Penaloza.
                          Sr. Visualization Artist
                          HMC Architects

                          Comment


                            Originally posted by fco3d View Post
                            Hi Luoshuang any input regarding the fresnel difference between lightmass and your GPU renderer. Take a look at the post of tc22 I am getting the same results with my materials.
                            I didn't see any problem? Also it is bit suprising to hear that there's any difference regarding fresnel, which is a specular property, because lightmaps only handle diffuse lighting in your scene.

                            Comment


                              I went out of town for a week ... came back and changed some light intensities ... and now it won't get past barely starting the bake .... thoughts?

                              (( I found similar !UnknownFunction [] mentions, but no resolutions ))


                              12:23:47 AM: [Interface:TryOpenConnection] Local connection established
                              12:23:47 AM: [Job] Accepted Job 8BE0A433-4585281B-CEE5B0B1-FBF007D8
                              12:23:48 AM: [Job] Launched Job UnrealLightmass_2018-11-29_18-25-01_1414656-64bit.exe
                              12:23:48 AM: [Job] PID is 228644
                              12:23:48 AM: [Job] GUID is "8BE0A433-4585281B-CEE5B0B1-FBF007D8"
                              12:23:49 AM: LogLightmass: Display: Lightmass Win64 started on: W099. Command-line: 8BE0A4334585281BCEE5B0B1FBF007D8
                              12:23:49 AM: Failed to determine engine directory: Defaulting to ../../../Engine/
                              12:23:49 AM: Failed to load 'aqProf.dll' (GetLastError=126)
                              12:23:49 AM: File 'aqProf.dll' does not exist
                              12:23:49 AM: Failed to load 'VtuneApi.dll' (GetLastError=126)
                              12:23:49 AM: File 'VtuneApi.dll' does not exist
                              12:23:49 AM: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
                              12:23:49 AM: File 'VtuneApi32e.dll' does not exist
                              12:23:49 AM: Lightmass Win64 started on: W099. Command-line: 8BE0A4334585281BCEE5B0B1FBF007D8
                              12:23:49 AM: LogLightmass: Display: Processing scene GUID: 8BE0A4334585281BCEE5B0B1FBF007D8 with 14 threads
                              12:23:49 AM: Processing scene GUID: 8BE0A4334585281BCEE5B0B1FBF007D8 with 14 threads
                              12:23:49 AM: Building static lighting...
                              12:23:49 AM: [OpenConnection] Registering TCP channel ...
                              12:23:49 AM: [OpenConnection] Connecting to agent ...
                              12:23:49 AM: [TryOpenConnection] Testing the Agent
                              12:23:49 AM: [TryOpenConnection] Opening Connection to Agent
                              12:23:49 AM: [TryOpenConnection] Local Process ID is 228644
                              12:23:49 AM: [Job] Found a parent connection for PID 228644
                              12:23:49 AM: [Job] 63051B2F -> 25D8782E
                              12:23:49 AM: [Interface:TryOpenConnection] Local connection established
                              12:23:50 AM: Measured CPU frequency: 3.00 GHz
                              12:23:50 AM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
                              12:23:50 AM: Number of texture mappings: 340
                              12:23:50 AM: Number of fluid mappings: 0
                              12:23:50 AM: Number of landscape mappings: 0
                              12:23:50 AM: Number of BSP mappings: 0
                              12:23:50 AM: Number of static mesh instance mappings: 340
                              12:23:50 AM: Reserving memory for 340 meshes, 188527 vertices, 159614 triangles
                              12:23:50 AM: Reserving memory for 0 meshes, 0 vertices, 0 triangles
                              12:23:50 AM: Scene surface area calculated at 48.297 million units (46.206% of the estimated 104.527 million units)
                              12:23:50 AM: Importance volume surface area calculated at 48.297 million units (0.000% of the estimated 0.000 million units)
                              12:23:50 AM: Embree Build 0.0s
                              12:23:50 AM:
                              12:23:50 AM:
                              12:23:50 AM: Collision Mesh Overview:
                              12:23:50 AM: Num Triangles : 155642
                              12:23:50 AM: MeshInfos : 0.0Mb
                              12:23:50 AM: UVs : 2.0Mb
                              12:23:50 AM: LightmapUVs : 2.0Mb
                              12:23:50 AM: Embree Used Memory : 12.3Mb
                              12:23:50 AM:
                              12:23:50 AM:
                              12:23:50 AM: Preallocated 0.0Gb for kDOP nodes and triangles
                              12:23:50 AM: Building kDOP took 0.11 seconds.
                              12:23:50 AM: Static lighting kDOP: 103614 nodes, 51808 leaves, 207232 triangles, 186311 vertices
                              12:23:50 AM: Static lighting kDOP: 24.895% wasted space in leaves
                              12:23:50 AM: Preallocated 0.0Gb for kDOP nodes and triangles
                              12:23:50 AM: Building kDOP took 0.00 seconds.
                              12:23:50 AM: Static lighting kDOP: 103614 nodes, 51809 leaves, 207232 triangles, 0 vertices
                              12:23:50 AM: Static lighting kDOP: 100.000% wasted space in leaves
                              12:23:50 AM: Processing...
                              12:23:52 AM: GPULightmass Kernel: Importing mesh: 186311 vertices, 155642 triangles
                              12:23:52 AM: GPULightmass Kernel: Embree SBVH Construction finished, 130MS
                              12:23:52 AM: GPULightmass Kernel: Convert to CudaBVH finished, 95MS
                              12:23:52 AM: GPULightmass Kernel: GPU BVH video memory size: 6.68MB, triangle payload size: 12.77MB
                              12:23:52 AM: GPULightmass Kernel: Bind CudaBVH finished, 6MS
                              12:23:52 AM: GPULightmass Kernel: GPU triangle parameterization data size: 5.22MB
                              12:23:52 AM: GPULightmass Kernel: 3 masked collision maps imported
                              12:23:52 AM: GPULightmass Kernel: 0 directional lights, 0 point lights and 79 spot lights imported
                              12:23:52 AM: Started task graph with 4 named threads and 18 total threads with 1 sets of task threads.
                              12:24:28 AM: LogThreadingWindows: Error: Runnable thread TaskGraphThreadNP 0 crashed.
                              12:24:28 AM: LogWindows: Error: === Critical error: ===
                              12:24:28 AM: LogWindows: Error:
                              12:24:28 AM: LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000000
                              12:24:28 AM: LogWindows: Error:
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99e85bfe7 GPULightmassKernel.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99e761072 GPULightmassKernel.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8470339 UnrealLightmass.exe!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8467af9 UnrealLightmass.exe!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8470e4c UnrealLightmass.exe!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a846cbbb UnrealLightmass.exe!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d04f909 UnrealLightmass-Core.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d0502e0 UnrealLightmass-Core.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d05a1de UnrealLightmass-Core.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d3e9fc0 UnrealLightmass-Core.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d3da831 UnrealLightmass-Core.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ffa649981f4 KERNEL32.DLL!UnknownFunction []
                              12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ffa677ba251 ntdll.dll!UnknownFunction []
                              12:24:28 AM: LogWindows: Error:
                              12:24:28 AM: LogWindows: Error: Crash in runnable thread TaskGraphThreadNP 0
                              12:24:28 AM: [MaintainConnections] Detected dropped local connection, cleaning up (25D8782E)
                              12:24:28 AM: [CloseConnection] Closing connection 25D8782E using handle 25D8782E
                              12:24:28 AM: [CloseConnection] Connection confirmed for disconnection 25D8782E
                              12:24:28 AM: [CloseConnection] Connection disconnected 25D8782E
                              12:24:28 AM: [GetMessage] Safely returning to 25D8782E with no message
                              12:24:29 AM: [MaintainConnections] Local connection has closed (25D8782E)
                              12:24:29 AM: [MaintainConnections] Removed connection 25D8782E
                              12:24:31 AM: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: -1066598274
                              12:24:31 AM: [CloseConnection] Closing connection 63051B2F using handle 63051B2F
                              12:24:31 AM: [CloseConnection] Connection confirmed for disconnection 63051B2F
                              12:24:31 AM: [CloseConnection] Closing orphaned Job (8BE0A433-4585281B-CEE5B0B1-FBF007D8)
                              12:24:31 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:32 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:32 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:33 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:33 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:34 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:34 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:35 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:35 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
                              12:24:36 AM: [CloseConnection] Connection disconnected 63051B2F
                              12:24:36 AM: [GetMessage] Safely returning to 63051B2F with no message
                              12:24:36 AM: [MaintainConnections] Local connection has closed (63051B2F)
                              12:24:36 AM: [MaintainConnections] Removed connection 63051B2F
                              12:24:36 AM: [MaintainConnections] All connections have closed



                              MapCheck: New page: Map Check
                              LightingResults: New page: Lighting Build - Mar 26, 2019, 6:23:33 PM
                              LogSwarmInterface: [OpenConnection] Registering TCP channel ...
                              LogSwarmInterface: [OpenConnection] Connecting to agent ...
                              LogSwarmInterface: [TryOpenConnection] Testing the Agent
                              LogSwarmInterface: [TryOpenConnection] Opening Connection to Agent
                              LogSwarmInterface: [TryOpenConnection] Local Process ID is 204468
                              LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
                              LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
                              LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
                              LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
                              LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
                              LogEditorBuildUtils: Build time 0:13
                              Job has failed! Job executable didn't exit cleanly. Exit code: -1066598274
                              LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
                              DumpUnbuiltLightIteractions
                              Lights with unbuilt interactions: 79
                              Light SpotLight_0
                              Light SpotLight9
                              Light SpotLight10
                              Light SpotLight13
                              Light SpotLight18
                              Light SpotLight21
                              Light SpotLight26
                              Light SpotLight27
                              Light SpotLight30
                              Light SpotLight32
                              Light SpotLight41
                              Light SpotLight42
                              Light SpotLight44
                              Light SpotLight53
                              Light SpotLight54
                              Light SpotLight56
                              Light SpotLight63
                              Light SpotLight66
                              Light SpotLight69
                              Light SpotLight71
                              Light SpotLight73
                              Light SpotLight76
                              Light SpotLight82
                              Light SpotLight88
                              Light SpotLight96
                              Light SpotLight107
                              Light SpotLight108
                              Light SpotLight115
                              Light SpotLight119
                              Light SpotLight123
                              Light SpotLight124
                              Light SpotLight128
                              Light SpotLight131
                              Light SpotLight133
                              Light SpotLight134
                              Light SpotLight136
                              Light SpotLight155
                              Light SpotLight156
                              Light SpotLight161
                              Light SpotLight163
                              Light SpotLight165
                              Light SpotLight181
                              Light SpotLight184
                              Light SpotLight185
                              Light SpotLight190
                              Light SpotLight191
                              Light SpotLight192
                              Light SpotLight195
                              Light SpotLight198
                              Light SpotLight201
                              Light SpotLight202
                              Light SpotLight204
                              Light SpotLight206
                              Light SpotLight209
                              Light SpotLight214
                              Light SpotLight215
                              Light SpotLight221
                              Light SpotLight225
                              Light SpotLight233
                              Light SpotLight234
                              Light SpotLight240
                              Light SpotLight243
                              Light SpotLight247
                              Light SpotLight251
                              Light SpotLight254
                              Light SpotLight256
                              Light SpotLight262
                              Light SpotLight264
                              Light SpotLight266
                              Light SpotLight268
                              Light SpotLight274
                              Light SpotLight277
                              Light SpotLight279
                              Light SpotLight281
                              Light SpotLight282
                              Light SpotLight284
                              Light SpotLight286
                              Light SpotLight289
                              Light SpotLight294
                              Primitives with unbuilt interactions: 335
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.FLOORS_02_Int_NAV.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.WALLS_02_Int_NAV_main.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.FLOORS_01_Int_NAV.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.WALLS_01_Int_NAV.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_106.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_111.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_105.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_104.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_103.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_148.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_147.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_145.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_144.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_105.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_101.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_246.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_245.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_156.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_155.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_154.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_153.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_152.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_151.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_150.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_103.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_102.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_101.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_104.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_103.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_102.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_211.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_210.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_143.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_140.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_130.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_110.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_116.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_244.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_02_Int_main_116.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_146.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_149.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_104.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_100.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_121.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_119.StaticMeshComponent0
                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_116.StaticMeshComponent0
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                              Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_02_Int_main_113.StaticMeshComponent0
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                              LogSlate: Took 0.001144 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
                              Cmd: MAP CHECK NOTIFYRESULTS
                              MapCheck: New page: MultiUserViewer_P - Mar 26, 2019, 6:24:37 PM
                              MapCheck: Error: WorldSettings_1 Maps need lighting rebuilt
                              MapCheck: Map check complete: 1 Error(s), 0 Warning(s), took 29.306ms to complete.
                              LogSlate: Window 'Save Content' being destroyed

                              Comment



                                Hi All! Thanks for the amazing tool! i used 4.21 and no problems so far. gtx 1070.

                                SCENE SETTINGS:

                                Direct light - intensity 10 indirect boost - 10

                                sky - hdri + indirect boost - 10

                                build quality - production

                                compress lightmaps - no

                                lightmap density - around 1024 - 2048 in tweak mode orange - red

                                auto exposure +1 compensation

                                Lightmass
                                indirect quality - 10

                                static scale - 0.1
                                sky bounces - 100
                                indirect - 100
                                quality - 10
                                compress lightmaps - no

                                i used lightmass conf. script for maximum GI quality

                                But still, i don't know how emissive light works?
                                The checkbox "use emissive for static" ok for the spheres

                                only some fireflies and emissive multiplier don't work 30 or 3000 doesn't matter
                                I made test scene and tried everything but no GI from emissive
                                Can you help me with settings?










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