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    Originally posted by VadoZe View Post
    Thanks, Mr. Luoshuang's a lot for your great and useful tool!
    It makes really more realistic look (IMHO) and much faster (even 1060 vs my old 3570k))

    But comparing both cpu and gpu render I noticed some dark line under ceiling. Not sure if its good/photoreal? How can I remove it? Maybe more some indirect bounces?

    Click image for larger version Name:	105Kit_1cpu.jpg Views:	2 Size:	304.6 KB ID:	1629951Click image for larger version Name:	105Kit_1gpu.jpg Views:	1 Size:	316.9 KB ID:	1629952
    Hey VadoZe,

    Is your AO enabled or disabled?

    A.

    Comment


      Originally posted by rafareis123 View Post

      Nice to see you here Master! We hope to appreciate your work on UE4 soon!
      Thank you!!

      My first attempt with Loushuang method. Don't be severe... just a lighting study. Next step: materials, shaders & fog )

      Cheers.
      Alex

      Ps. Some UVW Unwrap errors still...


      Click image for larger version  Name:	Ever6_HDRI_UE4_P00009.jpg Views:	2 Size:	230.6 KB ID:	1630242Click image for larger version  Name:	Ever6_HDRI_UE4_P00010.jpg Views:	1 Size:	282.8 KB ID:	1630223Click image for larger version  Name:	Ever6_HDRI_UE4_P00011.jpg Views:	1 Size:	232.8 KB ID:	1630224Click image for larger version  Name:	Ever6_HDRI_UE4_P00012.jpg Views:	1 Size:	269.9 KB ID:	1630225Click image for larger version  Name:	Ever6_HDRI_UE4_P00008.jpg Views:	1 Size:	327.0 KB ID:	1630227Click image for larger version  Name:	Ever6_HDRI_UE4_P00003.jpg Views:	1 Size:	244.9 KB ID:	1630228Click image for larger version  Name:	Ever6_HDRI_UE4_P00013.jpg Views:	1 Size:	322.4 KB ID:	1630229Click image for larger version  Name:	Ever6_HDRI_UE4_P00018.jpg Views:	1 Size:	291.0 KB ID:	1630230Click image for larger version  Name:	Ever6_HDRI_UE4_P00014.jpg Views:	3 Size:	332.7 KB ID:	1630231Click image for larger version  Name:	Ever6_HDRI_UE4_P00002.jpg Views:	2 Size:	270.2 KB ID:	1630246Click image for larger version  Name:	Ever6_HDRI_UE4_P00016.jpg Views:	1 Size:	342.5 KB ID:	1630234Click image for larger version  Name:	Ever6_HDRI_UE4_P00015.jpg Views:	1 Size:	329.2 KB ID:	1630235Click image for larger version  Name:	Ever6_HDRI_UE4_P00019.jpg Views:	1 Size:	326.4 KB ID:	1630236Click image for larger version  Name:	Ever6_HDRI_UE4_P00007.jpg Views:	1 Size:	387.3 KB ID:	1630238Click image for larger version  Name:	Ever6_HDRI_UE4_P00005.jpg Views:	1 Size:	393.8 KB ID:	1630240Click image for larger version  Name:	Ever6_HDRI_UE4_P00001.jpg Views:	3 Size:	363.1 KB ID:	1630250
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      Last edited by 3Seventh; 06-12-2019, 05:22 AM.

      Comment


        Hello Alex 3Seventh ... Nice to see you here !

        This what I could recommend you to pay attention are:
        - UV unwrap for Lightmaps to avoid bad shadowing on complex elements - I see many artefacts in your scene
        - and BaseLightmass.ini setup to avoid strange splotches on walls
        I suggest to use:
        [DevOptions.GPULightmass]
        NumPrimaryGISamples=128
        NumSecondaryGISamples=64
        Remember that when you upgrade the engine new version (not hotfix release) then you have to change the BaseLigthmass.ini again.

        I recommend also to avoid point lights very near some high reflective metallic elements ( like reflectors in lamps GU10 type for example ) cause the you will get some splotches too and probably you should increase the Num params, but it cost a lot of extra bake time.
        https://www.artstation.com/tomaszmuszynski

        Comment


          Thank you Thomasz! Yep, i used a 3dsmax script to unwrap evry single object, but, of course, there were some errors as you can see. And yes, i usually use these settings but i got lazy on this and i think it was something like:

          NumPrimaryGISamples=16
          NumSecondaryGISamples=8

          Will be more patient next time

          A.

          Comment


            Originally posted by 3Seventh View Post

            Thank you!!

            My first attempt with Loushuang method. Don't be severe... just a lighting study. Next step: materials, shaders & fog )

            Cheers.
            Alex

            Ps. Some UVW Unwrap errors still...
            i dont know when we can get rid of this lightmap creation in ue4
            its old Technic and take our time

            i hope baking in dxr dont depend on lightmaps !!!!

            Comment


              Originally posted by Farshid View Post

              i dont know when we can get rid of this lightmap creation in ue4
              its old Technic and take our time

              i hope baking in dxr dont depend on lightmaps !!!!
              +1!!!!!!!!!!!!!!!

              Comment


                Does somebody know what is cooking with the light baking ? Luoshuang is quite quite now - i suppose very busy now.
                No news where the light bake process i going to and how RTX will be used for baking in near future.
                https://www.artstation.com/tomaszmuszynski

                Comment


                  One more thing 3Seventh : look at your normals direction! UE4 uses one-sided faces and its opposite normal is completely transparent for engine ( if you do not use two-sided material - but two-sided is not recommended for current GPU light bake ).
                  It is not important for path-tracers but here in Real-Time it is.
                  https://www.artstation.com/tomaszmuszynski

                  Comment


                    Originally posted by Muchasty View Post
                    Does somebody know what is cooking with the light baking ? Luoshuang is quite quite now - i suppose very busy now.
                    No news where the light bake process i going to and how RTX will be used for baking in near future.
                    Not possible RTX to bake light AFAIK. It's a pathtracer, only RT. On the other hand, GPU light solver (like Loushuang's one) is the best approach so far. Some wishlist though:

                    *Retrace
                    *Working with stationary lights (Raytraced)
                    *Denoising lighmaps (OptiX anyone...?)

                    Comment


                      As I know nVidia used RTX to bake lights in their test scenes ( early scenes B&W with that UE4 characters before the Star Wars demo). You just have to project GI on the light maps... somehow.
                      Here is the video: https://youtu.be/tjf-1BxpR9c?t=418
                      https://www.artstation.com/tomaszmuszynski

                      Comment


                        Hmmmmm... Interesting...

                        Comment


                          Originally posted by Muchasty View Post
                          As I know nVidia used RTX to bake lights in their test scenes ( early scenes B&W with that UE4 characters before the Star Wars demo). You just have to project GI on the light maps... somehow.
                          Here is the video: https://youtu.be/tjf-1BxpR9c?t=418
                          Hmmm not sure. It says Lightmas Baking Preview, so I think it means that, as previously, "preview" was calculated with real-time movable shadows, but this time, movable lights and shadows are RayTraced, so the baking preview is much more similar to the final result when light will be already baked. So I think it's not possible to bake RayTraced shadows, but I wish! Probably it will be a little different than doing that literally, but for sure they will release a method to bake shadows and lights calculated with "rays", using a similar and really fast method as Ray tracing is.
                          RTX RayTracing easy global settings tweaker

                          Advanced HDRi background tool + 64 HDR images

                          Comment


                            Miguel1900 I think that you may be wrong. Cause when nVidia compares sth then shows something On and OFF ( even in that video compares SSR vs RTX). If you see carefully then you will able to see all LightMaps mistakes that were made by author of this scene in UVW. As we see it takes some time to complete and this looks like caused by progress of light bounces.
                            https://www.artstation.com/tomaszmuszynski

                            Comment


                              I hope that I understand it well:
                              Another potential use case for RTX is to implement a more complete path tracer for non-real-time light map baking or for use as a reference in content production and development of less accurate real-time techniques.
                              article: https://devblogs.nvidia.com/effectiv...dering-engine/
                              https://www.artstation.com/tomaszmuszynski

                              Comment


                                Originally posted by 3Seventh View Post

                                Thank you!!

                                My first attempt with Loushuang method. Don't be severe... just a lighting study. Next step: materials, shaders & fog )

                                Cheers.
                                Alex

                                Ps. Some UVW Unwrap errors still...

                                Beautiful tone and mix of colors! The irregularity on the shapes are very natural also.

                                http://www.ue4arch.com

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