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.
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Luoshuang's GPULightmass
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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.
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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...
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I finally wanted to give it a try because many of your results are gorgeous.
Unfortunately, I struggle with weird outputs. Light is rather poor quality with some uneven spots.
I used only one light source - HDRI map.
My settings were set to production and to the "Insane Quality" into LightmassConfiguration.bat.
For this simple, tiny scene baking time took over 1h on GTX 1070.
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Originally posted by 3Seventh View Post
... just a lighting study.
Hi, Mr.Roman) Glad to see you here too!
Can you please share some wisdom, how you fill the room with light? What is your workflow?
What settings you use for postprocess and sun,sky intensity? Indirect lighting?
As for me I get room with dark shadows, so I raise Indirect lighting in postprocess and in light sources to 2 or more.
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If I have Lightmap resolutions squared multiplied by 32-bits (8-bit RGBA) totalling 2.6GB, how do I estimate how much sys-mem and gpu-mem will be required to GPULightmass bake? (I only have a GTX-1080 which only has 8GB gpu-mem, and it ran out of memory about 75% progress). I read somewhere that Luoshuang said that estimating it required consideration for tri's as well. I have only 179,002 tri's in the scene. I suspect its more of a function of the tri's on the mesh and the mesh's lightmap res. Any formula or detailed guidelines?Last edited by Sumsion3D; 06-14-2019, 08:10 PM.
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Originally posted by Czaja91 View PostI finally wanted to give it a try because many of your results are gorgeous.
Unfortunately, I struggle with weird outputs. Light is rather poor quality with some uneven spots.
I used only one light source - HDRI map.
My settings were set to production and to the "Insane Quality" into LightmassConfiguration.bat.
For this simple, tiny scene baking time took over 1h on GTX 1070.
- Disable Ambient Occlusion and Auto Exposure in your Project Settings.
- Add a Post Processing Volume and increase Exposure and Global Illumination.
- Disable "Compress Lightmaps" in World Settings, this will increase your build size but you´ll see better quality in lightmaps.
- Also check if add a "Lightmass importance Volume" and Portals in every openning or windows.
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https://youtu.be/qsbbMAEYecs
First project “finished” using Luoshuang GPU Lightmass.
Impressive results in few hours.
GTX 1080 Ti / i7 7820 / 64 Gb RAM
All used models are High poly detail.
Project size (win 64 compiled): 2.3 Gb
Bake time: 4 h 20 min aprox
First I tried disabling “Compress Lightmaps” but I get some errors while compiling, after enabling again this function everything works as expected but I can see some artifacts in lightmaps.Last edited by diegoramirez; 06-16-2019, 08:19 PM.
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Fantastic job on this Luoshuang I've just installed it and am taking a look at the GPU baker in a simple test scene with a Skylight and a directional light in 4.22
I'm getting some noise from the skylight that I can't remove completely by cranking up the Lightmass, lightmap resolution and setting the lightbake quality to Production. Are there any settings that can be changed for the GPU baker as well? Or is this a by product of the GPU rendering? No grain/splotchiness when used with directional lights. See attached pics for more info.
Many thanks,
Paul
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Originally posted by YujiangW View PostHi, I'm Yujiang 'Luoshuang' Wang.
I have open sourced GPULightmass here: https://github.com/AlanIWBFT/GPULightmass
With the development of an official GPU Lightmass using DXR starting, GPULightmass is in a frozen state now. Its life is up to you community members!
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Originally posted by diegoramirez View Post
Some corrections:
- Disable Ambient Occlusion and Auto Exposure in your Project Settings.
- Add a Post Processing Volume and increase Exposure and Global Illumination.
- Disable "Compress Lightmaps" in World Settings, this will increase your build size but you´ll see better quality in lightmaps.
- Also check if add a "Lightmass importance Volume" and Portals in every openning or windows.
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