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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...

    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

    Comment


      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.

                            Comment


                              ZacD Well, it's actually good news! No more fiddling with DLLs and source code. I just hope it's not going to drag into 4.25+ and will run on 10xx GPUs (since Nvidia supports RTX on those via drivers).

                              Comment


                                Yup, good news, but no updates or replacement for a while. I'm hoping the lightmap padding issues get fixed in 4.23 (they were mentioned a few pages back).

                                Comment

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