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Luoshuang's GPULightmass

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    Yes. Something that works correctly with 4.22 as a GPU LM baker
    https://www.artstation.com/tomaszmuszynski

    Comment


      Originally posted by Luoshuang View Post
      It looks like one of your mesh is generating zero triangles (maybe a kind of special mesh, or the mesh has problems)
      Urgh this is very possible, CAD stuff can give birth to weird stuff sometimes... will check tomorrow.


      Originally posted by Luoshuang View Post
      Which "official" version are you referring to? You mean - a port of the 4.21 version to 4.22?
      +1 on that, a straight port would be nice for now !
      Antoine Guillo, FR
      Virtual Reality Designer
      https://groupe-legendre.com/

      Comment


        hello Mr Luoshuang , first of all thanks you for putting this much effort to make this better ,
        i have encountered an error on early stages on processing mapping,
        im on 4.22.
        GTX 1080

        this is my swarm log

         
        Spoiler

        Comment


          I have installed Prometheus for 4.22 and results of baked light look like a complete mess.
          What is Prometheus for ? How to use it properly ? Does it work only with RTX ?
          To see anything I had to reduce camera exposure (baked image was overexposed) but results are not what I was expected .
          (I use GTX1080 if it is important)

          If you could port GPULM to 4.22 it would be great. Thank you Luoshuang
          Last edited by Muchasty; 04-04-2019, 12:35 AM.
          https://www.artstation.com/tomaszmuszynski

          Comment


            Used 4.21 version normally, but after one of the engine updates, it completely broke my light builds with GPULightmass. Looked through crashdumps, and found error line, which maybe someone can explain to me since I'm not a programmer at all :C
            This thing repeats every time now when I trying to build my level. Maybe I did something wrong myself because on simple maps builds are normal, but why it worked previously then.
            Attached Files

            Comment


              I've uploaded Prometheus 0.3.0 for 4.22.0 Release. GPULightmass 4.22.0 is coming later.

              Also I added multiple parameters for Prometheus in BaseLightmass.ini
              Attached Files
              Last edited by Luoshuang; 04-04-2019, 02:49 PM.

              Comment


                Luoshuang - release GPULM 4.22 ..please, please... Prometheus at its current development state is completely not usable for production. Please port that GPULM to the new UE version.
                PLEASE !

                BIG THANKS !

                EDIT:
                - YOU DID IT ! Thanks !
                Last edited by Muchasty; 04-04-2019, 05:43 PM.
                https://www.artstation.com/tomaszmuszynski

                Comment


                  Just great! I only miss the progress bar.

                  Attached Files
                  http://www.ue4arch.com

                  https://www.youtube.com/channel/UCjp...pois6WVG6hqXNQ
                  Latest projects

                  Comment


                    Originally posted by rafareis123 View Post
                    Just great! I only miss the progress bar.
                    Oops I missed the progress bar fixed now, just redownload to update

                    EDIT: FireflyClampingThreshold of GPULightmass 4.22 has been loosened to allow more contrast from skylight and correct brightness for emissives - if you start to see fireflies from sky or emissive you may want to set it to lower values like 10.0 (in BaseLightmass.ini)
                    Last edited by Luoshuang; 04-04-2019, 06:28 PM.

                    Comment


                      I thought that you drop the progress bar for a reason
                      https://www.artstation.com/tomaszmuszynski

                      Comment


                        Luoshuang if I may suggest that I recommend to set default values like this:
                        [DevOptions.GPULightmass]
                        NumPrimaryGISamples=128
                        NumSecondaryGISamples=64
                        FireflyClampingThreshold=10

                        32/16 is drastically too low value for an ArchViz (for example) - the "drops/splotches" that are creating the shading are clearly visible in shadow areas.

                        Maybe you could do some dropdown menu + textfiled + RUN button in your progress bar that could work like this:
                        -> Start Baking in UE4 Editor
                        -> GPU Progress Bar appears
                        -> Waits 30sec for any user action - if no action it uses last used GI setup
                        -> When user do any action above the Progress bar then the timer stops ( for example: click on any place at the progress bar window )
                        -> { DorpDownMenu } User can select one from four modes:
                        [ LOW (32/16) ], [ HIGH (64/32) ] , [ ULTRA (128/64) ], [ Use BaseLigthmass.ini Setup ]
                        -> { IntegerValue:FireflyClampingThreshold }: 10 (for default value)
                        -> clicking on { RUN } button will continue the bake process with selected GI setup

                        What do you think about that ?

                        EDIT: probably you will have to store current GI setup in a dedicated config file ( for example: Engine\Config\LastGPUGIsetup.ini )
                        Last edited by Muchasty; 04-05-2019, 04:33 AM.
                        https://www.artstation.com/tomaszmuszynski

                        Comment


                          Next question:
                          Is it normal that the GPULM bakes the shadows for that kind of light hole like this?
                          Click image for larger version  Name:	GPULM.JPG Views:	1 Size:	280.5 KB ID:	1603615

                          For every room with windows that kind of black belt appears in the middle of the wall ( in most cases is more subtle that this )
                          Last edited by Muchasty; 04-05-2019, 04:41 AM.
                          https://www.artstation.com/tomaszmuszynski

                          Comment


                            Next example of that GI strange shading:
                            Click image for larger version

Name:	GPULM2.JPG
Views:	1
Size:	208.8 KB
ID:	1603617
                            https://www.artstation.com/tomaszmuszynski

                            Comment


                              Originally posted by Muchasty View Post
                              Next example of that GI strange shading:
                              Click image for larger version

Name:	GPULM2.JPG
Views:	1
Size:	208.8 KB
ID:	1603617
                              maybe a stupid suggestion but is your texture streaming disabled?

                              Comment


                                Yes, texture streaming is disabled in every single of my projects
                                This looks like a radiosity hemisphere GI or sth low smoothing - donno how to describe it.
                                https://www.artstation.com/tomaszmuszynski

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