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Luoshuang's GPULightmass

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    This is a scene of blender 3D. I converted the whole scene for Realtime experience in unreal engine.

    Download the free Demo EXE of this project from my site https://3darchstuffs.com/.

    Visit https://3darchstuffs.com/ for more unreal arch-viz tutorials, Demo EXE and Unreal projects
    Last edited by 3darchstuffs; 09-19-2019, 02:21 AM.
    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


      Messing up with meshs using Datasmith Mesh Editing will make it crash.

      If you use high values of intensity on lights(like thousands) will make it crash as so.

      Comment


        He everyone!

        I'm using Version 4.23 ( and build with GPULightmass 4.23), the quality is good but the build time is very slow.
        When building a project, the GPU doesn't work as well as the CPU a little.

        And I want to ask you here, is everything okay is this form? or is there something wrong with me?


        Please help me how to improve this.
        Thanks
        Attached Files

        Comment


          Originally posted by Fabian.le View Post
          He everyone!

          I'm using Version 4.23 ( and build with GPULightmass 4.23), the quality is good but the build time is very slow.
          When building a project, the GPU doesn't work as well as the CPU a little.

          And I want to ask you here, is everything okay is this form? or is there something wrong with me?


          Please help me how to improve this.
          Thanks
          Change "Copy" to "Cuda" in dispetcher and u'll see full load

          Comment


            Is there any solution for that problem? Can't build some maps.

            Assertion failed: primitiveCount > 0, file C:\UE4\GPULM-src\GPULightmass\GPULightmassKernel\BVH\EmbreeBVHBuilder.cpp, line 61
            11:08:01: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: -1073740791

            Comment


              Originally posted by ALPHA KENT View Post
              Assertion failed: primitiveCount > 0
              That means your primitive count is not greater than 0, ie., you don't have static meshes to be baked in that level.

              Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
              Unreal products: Dynamic Picture Frames, Neo Kinect

              Comment


                Originally posted by RVillani View Post

                That means your primitive count is not greater than 0, ie., you don't have static meshes to be baked in that level.
                But I have some

                Comment


                  Originally posted by ALPHA KENT View Post

                  Change "Copy" to "Cuda" in dispetcher and u'll see full load
                  Thank you dear, this way works for me.

                  But now I have an another problem, when I try to build a project he doesn't build but it appears Navigation Building Completed.

                  Has anyone had this problem and that has solved it?
                  Attached Files

                  Comment


                    Originally posted by Fabian.le View Post

                    Thank you dear, this way works for me.

                    But now I have an another problem, when I try to build a project he doesn't build but it appears Navigation Building Completed.

                    Has anyone had this problem and that has solved it?
                    Yes this is what I'm talking about. Can't build some maps. If u watch swamp log u'll see same error I guess "Assertion failed: primitiveCount > 0, file C:\UE4\GPULM-src\GPULightmass\GPULightmassKernel\BVH\EmbreeBVHBuilder.cpp, line 61"

                    Comment


                      Can i use Situx installer in 4.23?

                      Comment


                        Originally posted by ALPHA KENT View Post
                        But I have some
                        I don't know what it is then... I get that error only when I have just one static mesh in the level or no static lights. And it's kinda what the error says, so I have no idea what else could be causing it. Sorry.
                        Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                        Unreal products: Dynamic Picture Frames, Neo Kinect

                        Comment


                          Originally posted by ALPHA KENT View Post

                          Change "Copy" to "Cuda" in dispetcher and u'll see full load
                          Where can i find the dispetcher?

                          Comment


                            Thank you! Still in Beta or usable?

                            Comment


                              Originally posted by pax invictus View Post
                              Updated for UE 4.23.0-release.

                              Binaries (still the same link):
                              https://www.dropbox.com/sh/fjr63yeut...Fena?dl=0&lst=

                              GPU Lightmass integration source code rebased onto 4.23.0-release:
                              https://github.com/irobot/UnrealEngi...4.23.0-release
                              Hello Pax Invictus,

                              I have a doubt, I just copied the files from the Engine folder, what should I do with this? Building from source - GPULightmassKernel.lib

                              Thank you in advance ^^.

                              Comment


                                Originally posted by Holygan View Post

                                Hello Pax Invictus,

                                I have a doubt, I just copied the files from the Engine folder, what should I do with this? Building from source - GPULightmassKernel.lib

                                Thank you in advance ^^.
                                If you're not building Unreal Engine from source - you don't need that folder. Even if you are, unless you want to build from source using my GPU Lightmass fork - ignore that folder. If you don't know what building from source is or what fork I'm referring to - you don't need that folder.

                                Everything you need is in the zip file.

                                Comment

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