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Luoshuang's GPULightmass

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    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

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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.
      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
        Latest projects

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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.

          Comment


            Originally posted by 3Seventh View Post

            ... just a lighting study.

            Click image for larger version  Name:	Ever6_HDRI_UE4_P00010.jpg Views:	1 Size:	282.8 KB ID:	1630223

            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.

            Comment


              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.

              Comment


                Originally posted by Czaja91 View Post
                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.
                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.

                Comment


                  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.

                  Comment


                    Does GPU lightmass work with portals? Any quality improve with portals?
                    As for me, in regular CPU lightmass - portals give only more bake time, with no significant quality improvements.

                    Comment


                      Anyone know how to decide which GPU the "GPU Lightmass" is using during the baking process?
                      If yes, is there any possibility to decide which one will be dedicate for the baking purpose?

                      Thanks so much in advance.

                      Comment


                        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





                        Attached Files

                        Comment


                          Hi everyone;
                          I did everything exactly same what i did at 4.19 to build scene with GPU but at 4.22 it build scene with CPU instead of GPU ( I did not understand where the trick is that i forgot to make...
                          How can i swap my build unit from CPU to GPU ?

                          Comment


                            Luoshuang I wonder if we'll see any improvements/new features in GPULightmass before 4.23 is out

                            Comment



                              Originally posted by motorsep View Post
                              Luoshuang I wonder if we'll see any improvements/new features in GPULightmass before 4.23 is out
                              Probably not.

                              Originally posted by YujiangW View Post
                              Hi, 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!

                              ​​​​​​​

                              Comment


                                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.
                                Thanks! Those tips helped me a lot.

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