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    Originally posted by 3Seventh View Post
    Hi 'Luoshuang. First thing, i'm brand new in UE since 3 weeks now. And i must say i'm TRULY amazed with your job.

    Hopefully this GPU solver will be part of UE sometime soon.

    In the meawhile: Can it be possible to add a post Optix (or other kind of solution) denoiser? That would absolutely amazing.

    Thanks in advance.
    Alex Roman
    Nice to see you here Master! We hope to appreciate your work on UE4 soon!
    http://www.ue4arch.com

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

    Comment


      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

      Comment


        Originally posted by Sanjuan View Post
        Is that possible to get rid of this area shadow of skylight? I would like that my skylight distributes better the light...
        use a different skylight to the flat.

        Comment


          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.

                                Comment

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