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    USE ONLY Production Quality. Otherwise will have serious problems with shadows (bending problems). Using lower types of quality with GPULM is completely pointless.
    https://www.artstation.com/tomaszmuszynski

    Comment


      Does anyone know why I'm getting spots in my shadows? These are my bake settings:

      [DevOptions.GPULightmass]
      NumPrimaryGISamples=128
      NumSecondaryGISamples=32
      FireflyClampingThreshold=900000.0

      Lighting Quality is set to Production.

      Lightmass settings:
      Static Lighting Level Scale: 0.1
      Indirect Lighting Bounces: 100
      Sky Lighting Bounces: 20
      Lighting Smoothness: 1
      Diffuse Boost: 2

      Engine version: 4.20.3

      Here's the issue:
      https://i.imgur.com/b5gklo3.png
      Last edited by Brygelsmack; 07-06-2019, 10:14 AM.

      Comment


        Originally posted by PrizmIzm View Post

        No problem, here's the link to the project that my first screenshot came from

        https://www.dropbox.com/s/8diyip80cd...ang01.zip?dl=0

        I have no idea where you're going wrong - as I said, I downloaded your project and just ran a lighting build and it worked just fine for me.
        Could be you've changed something in UE or GPULM configs that has permanently effected your light builds. Maybe consider uninstalling and reinstalling both of them.



        No dude, sorry I worded that badly. It doesn't follow your SkyLight rotation settings - you'd still have to add some extra code to build in the rotation (not sure how you'd code it to follow your SkyLight though). The code I showed there is just the basic formula to get the Cubemap image to project more accurately and not look like it's wrapped around the inside of a smaller sphere (even though it is). I could explain it it more, but it's best just to try it to see what I mean.
        Hey PrizmIzm
        Mystery is solved.
        I've uninstalled and re-installed UE4, latest version. Applied Luoshs' GPULM and run your modified project.
        I rendered it at preview quality and it worked!
        I took it to Extreme quality with fireflies at 10 and the light was gone (!!?!!!?!!???!!!)

        I took back the fireflies to 10000 and the light from HDRI was back as it was.

        So:
        Light from HDRI + fireflies at 10 = not happening as the light from HDRI just disappears.

        No idea but if we want HDRI light we'll have fireflies...! So for now we'll skip HDRI light unless mighty Luoshuang can do something about it!
        Last edited by kouropalatisk; 07-06-2019, 12:30 PM.

        Comment


          1: GPULM quality (Preview/.../Extereme) changes only the NumPrimary and NumSecondary config values. In Extreme to the insane values.
          So better just put manually 128/64 and it will be fine for most cases
          2: You always should use PRODUCTION quality drop-down selection in UE4. Otherwise some direct light ( direct rays from any source) will give you bad shading at bending/curved areas.
          3: beware of putting lights at very reflective elements or creating very small light sources from emmissive meshes - you will get then many white splotches on the walls
          4: I have used many many HDRI and never got the fireflies. Consider to use better HDRI or check your SkyLight configuration (esp. the Intensity value ).
          5: Most of World Settings are no longer utilized for GPULM. Only one parameter GPULM is using for the baking: Indirect Lighting Bounces and of course parameters for VLM. Rest is ignored.


          https://www.artstation.com/tomaszmuszynski

          Comment


            Originally posted by kouropalatisk View Post

            Hey PrizmIzm
            Mystery is solved.
            I've uninstalled and re-installed UE4, latest version. Applied Luoshs' GPULM and run your modified project.
            I rendered it at preview quality and it worked!
            I took it to Extreme quality with fireflies at 10 and the light was gone (!!?!!!?!!???!!!)

            I took back the fireflies to 10000 and the light from HDRI was back as it was.

            So:
            Light from HDRI + fireflies at 10 = not happening as the light from HDRI just disappears.

            No idea but if we want HDRI light we'll have fireflies...! So for now we'll skip HDRI light unless mighty Luoshuang can do something about it!
            Hi,

            As already mentioned (more or less), I think it's due to the GPULM quality; that's why you get "light gone" when making it at extreme. I also think it's a very normal behaviour with that kind of HDRi, as the sky is very shinny too. I would say: More quality = more accurate bounces = softer shadows. Low quality = very few bounces = hard shadows with lot of artifacts.

            To get that hard shadow with decent quality you would need a more concretrated light source, like this one:

            Click image for larger version  Name:	Captura-de-pantalla-20190710-14.09.10.jpg Views:	1 Size:	165.8 KB ID:	1640490

            The only thing I am curious about, is what settings that Youtuber user had use to achive that hard shadow without -aparently- much quality loose.

            Regards!

            Comment


              Is it possible to redirect users with AMD cards to standard CPU lightmass calculation, and users with NVIDIA cards to CUDA based GPU lightmass calculation? I'm not sure how this implementation reacts to users with AMD cards.

              I'm planning to bring this feature to our project, but I'm not sure what's going to happen for people with AMD cards. I want both of these users to use Unreal Engine without any problem.

              Luoshuang

              Comment


                GPULM is purely a local tool in your local engine installation, so AMD users should simply not use the tool, and keep the regular Lightmass instead. if AMD users build, they'll build with Lightmass ; if Nvidia users build with GPULM installed, they'll use that instead. Outputs of both tools are compatible (though GPULM is obviously better).
                Helium Rain, a realistic space opera

                Comment


                  Originally posted by A-J-K View Post
                  So one talented user "Luoshuang" has implemented a working GPU lightmass baker into UE4 and all epic has said about this... it wouldn't be easy to implement ?
                  Thats kinda a disappointing statement from epic, i have to say.
                  thats true. Its disappointing.
                  CHECK OUT:- Visit https://3darchstuffs.com/ for Unreal arch-viz tutorials, Unreal Demo EXE and Unreal projects with source files.


                  https://www.youtube.com/playlist?lis...X3Sm2Z9NXEHFV9

                  Comment


                    Originally posted by 3darchstuffs View Post

                    thats true. Its disappointing.
                    They're going to implement their own solution based on Raytrace technologies. It will be a LOT more faster than the actual GPU Lightmass solution based on brute force.
                    If you're an Epic Dev (studio working with UE4), you have access to the code and you can implement it by yourself. Otherwise, you will need to wait the next unreal version to get this new lightmass solution.
                    Lighting artist - Sumo Digital
                    www.quentinpapleux.com

                    Comment


                      this is revolution in light baking.
                      Youtube - https://www.youtube.com/channel/UCHY...97QaoBbllHR4_g
                      Behance - https://www.behance.net/UE4_Archviz

                      My System
                      Cpu - i9 7980XE
                      MB - Asus X299 Pro Se Motherboard
                      Gpu - Zotac GTX1060 AMP 6GB DDR5 Graphic Card
                      Ram - Corsair Dual RGB 32 GB
                      SSD - Samsung 860 EVO 2TB SSD

                      Comment


                        Hello Luoshuang , great work with this, very much appreciated!
                        I would like to ask about compatibility with rect lights, are there any plans for integrating that in the near future?

                        Thanks
                        Last edited by Jorge Barros; 07-14-2019, 08:08 AM.

                        Comment


                          Originally posted by Melvixz View Post
                          Luoshuang Thanks for this gpu lightmass baker. Was definitely very fast :- )
                          what is your GPU?
                          CHECK OUT:- Visit https://3darchstuffs.com/ for Unreal arch-viz tutorials, Unreal Demo EXE and Unreal projects with source files.


                          https://www.youtube.com/playlist?lis...X3Sm2Z9NXEHFV9

                          Comment


                            Originally posted by zeldads View Post

                            They're going to implement their own solution based on Raytrace technologies. It will be a LOT more faster than the actual GPU Lightmass solution based on brute force.
                            If you're an Epic Dev (studio working with UE4), you have access to the code and you can implement it by yourself. Otherwise, you will need to wait the next unreal version to get this new lightmass solution.
                            Where is the official information from Epic concerning this new GPU light mapper?

                            Comment


                              did anyone manage to make it work with latest UE 4.23 preview1 ?

                              Comment


                                Hello

                                I would like to share with you my first project Archviz in Unreal Engine

                                I'm interesting in receiving all your comments.

                                I hope you like it


                                https://youtu.be/eF6gibe7qi0

                                @Luoshuang
                                thanks.
                                Last edited by Saturndj; 07-14-2019, 05:15 PM.

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