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  • replied
    Originally posted by ÅsmundSchei View Post
    Hello, how can I make sure that Unreal uses the GPU lightmass? I replaced the engine folder, but it still starts the normal light building. Also, I did try the lightmass configurater. Im using the latest Nvidia driver 461 and a Asus Rog 2070.
    Copied the engine folder in the wrong Epic Games folder. Working now

    Leave a comment:


  • replied
    Originally posted by Valentyn_L View Post
    Hello everyone.

    I have an issue in my light build introduced when I began adding LODs to my scene..... - I have tried to see if I can reuse the Lightmap of LOD0 for the rest of the imported LODs (eg. LOD1, 2, etc.) but Unreal does not seem to support this. The built-in LOD generator however reuses the Lightmaps used in LOD0 for the rest of the generated LODs, which fixes the issue. This however is not optimal for my use-case scenario as I am REQUIRED to use imported LODs.
    GPU lightmass just calculates 1 lightmap - for lod0, none for the lod1, 2 etc. So when using lods, the lightmap layout has exactly to be the same (aka triangles are just 'missing' from the uv layout when going from lod0 to lod1). If you re-arrange the uv layout for lod1, lod2 etc the new layout will just refer to the wrong position because the lightmap layout = uv lightmap channel in lod0.

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  • replied
    Hello, how can I make sure that Unreal uses the GPU lightmass? I replaced the engine folder, but it still starts the normal light building. Also, I did try the lightmass configurater. Im using the latest Nvidia driver 461 and a Asus Rog 2070.

    Leave a comment:


  • replied
    Hello everyone.

    I have an issue in my light build introduced when I began adding LODs to my scene. I am aware that this is a limitation of GPULightmass, however my LOD'd meshes have black splotches on them due to LOD1 poking out of LOD0.

    This is very problematic because I am working on a project that requires me to use LODs and unfortuntely going back to CPULightmass will increase my light build times exponentially.

    As such, is there a work-around for this problem? Is this problem ever going to be addressed?

    I am using UE 4.26 and the respective GPULightmass version.

    Thank you.

    P.S. - I have tried to see if I can reuse the Lightmap of LOD0 for the rest of the imported LODs (eg. LOD1, 2, etc.) but Unreal does not seem to support this. The built-in LOD generator however reuses the Lightmaps used in LOD0 for the rest of the generated LODs, which fixes the issue. This however is not optimal for my use-case scenario as I am REQUIRED to use imported LODs.

    Click image for larger version  Name:	HighresScreenshot00007.jpg Views:	6 Size:	396.6 KB ID:	1851193
    Last edited by Valentyn_L; 01-10-2021, 07:45 PM.

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  • replied
    Originally posted by xmasjazzy View Post
    Does anyone know how to fix this weird shadow bug?. I'm sure it's not the lightmap's bug. Thanks
    Try Medium build settings, not preview

    Leave a comment:


  • replied
    Originally posted by Minos View Post
    Hey everyone! First of all, thanks for this amazing tool! It's a huge time saver! However, I've been scracthing my head over this problem and I can't find a solution. I've spent hours reading this thread, trying different settings, but I can't figure out what's causing these red splotches everywhere:


    Anyone has any pointers? Any help would be greatly appreciated! Thanks!
    So, I figured out what was the problem. Turns out that the baker wasn't recognizing my skybox, since I enabled "Is Sky?" in the material flags. When I turned this off, the red splotches were almost gone, but I was still getting some. After realizing that the hole at the bottom of my custom dome was exposed to the void, I realized that these "rogue" splotches were being spawned from there. After completely encapsulating the dome, and changing the FireflyThreshold option to 10, I got a perfect bake! Here's how the scene looks like now:

    Click image for larger version  Name:	sampa.jpg Views:	1 Size:	487.4 KB ID:	1850747

    Thank you so much for this amazing tool!
    Last edited by Minos; 01-08-2021, 11:03 PM.

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  • replied
    Hey everyone! First of all, thanks for this amazing tool! It's a huge time saver! However, I've been scracthing my head over this problem and I can't find a solution. I've spent hours reading this thread, trying different settings, but I can't figure out what's causing these red splotches everywhere:

    Click image for larger version

Name:	splotches.jpg
Views:	411
Size:	188.7 KB
ID:	1850378

    Anyone has any pointers? Any help would be greatly appreciated! Thanks!

    Leave a comment:


  • replied
    Originally posted by pax invictus View Post
    GPU Lightmass 4.26.0
    The new GPU lightmass build for 4.26 works nicely. For testing purposes, I also enable Epics GPU lightmass & rhi12 & raytracing in the same project. I get quite some crashes due to this combo when trying to play the level. Does this error make sense to you? GpuLightmass related OR Epics new GPU lightmass related OR maybe just the combo?''
    Edit; disabling Epics new plugin, rhi back to default and no raytrace = no crashes for the last hour.
    Edit2: when reverting to a clean Epic Launcher build, no crashes. Must be the combo somehow.
    Code:
    Assertion failed: (void*)((&ElementData[InstanceIndex]) + 1) <= (void*)(InstanceTransformDataPtr + CurrentSize) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Public\StaticMeshResources.h] [Line: 1618]
    
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_Engine
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_RenderCore
    UE4Editor_RenderCore
    UE4Editor_Core
    UE4Editor_Core
    kernel32
    ntdll
    Last edited by maxbrown; 01-09-2021, 08:49 AM.

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  • replied
    How are you guys? A doubt.
    I am having 1 month having problems with cudaCheckError: out of memory.
    Also in Unreal 4.26 new gpu render ... without memory.

    What is my limit that I can render? How can I find out what is in excess? I've tried everything. (TDA, unreal in cmd to render, 1k textures).
    If I share (swarm) the process with another notebook (same configuration) can I circumvent this lack of memory?


    Intel Core i7-9750h, 32GB RAM, NVIDIA RTX 2060 NVIDIA® GeForce® RTX 2060
    Skylight import processing 1.724s with CubemapSize 2048
    FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
    Number of texture mappings: 6454
    Number of static mesh instance mappings: 6454
    Scene surface area calculated at 19211.600 million units (6.714% of the estimated 286131.531 million units)
    Importance volume surface area calculated at 678.918 million units
    Collision Mesh Overview:
    Num Triangles : 13134666
    MeshInfos : 0.5Mb
    UVs : 82.8Mb
    LightmapUVs : 82.8Mb
    Embree Used Memory : 964.0Mb
    EmitDirectPhotons complete, 0.918 million photons emitted in 0.2 seconds
    Built photon segment map in 0.0 seconds
    EmitIndirectPhotons complete, 3.259 million photons emitted in 1.0 seconds
    Marking Irradiance Photons complete, 0.117 million photons marked in 0.1 seconds
    Caching Irradiance Photons complete, 53.814 million cache samples in 136.8 seconds
    Calculate Irradiance Photons complete, 0.094 million irradiance calculations in 10.4 seconds
    Radiosity Setup 2711.2s

    Leave a comment:


  • replied
    Originally posted by xmasjazzy View Post


    I have tried both but still get the above error. Black streaks move from one position to another
    I used to get this error with earlier versions. Just delete the light and create a new one, then bake again.

    Leave a comment:


  • replied
    Originally posted by Miguel1900 View Post

    Are you using Stationary lights instead of Static?

    I have tried both but still get the above error. Black streaks move from one position to another

    Leave a comment:


  • replied
    Originally posted by iDeal3d View Post

    What GPU are you using? I have the same artifacts on 2080ti. But on my home PC with 1080ti there are no problems
    My GPU is RTX 3080. Before that i used 2080 also had the same situation.

    Leave a comment:


  • replied
    Originally posted by xmasjazzy View Post
    Does anyone know how to fix this weird shadow bug?. I'm sure it's not the lightmap's bug. Thanks
    Are you using Stationary lights instead of Static?

    Leave a comment:


  • replied
    Originally posted by xmasjazzy View Post
    Does anyone know how to fix this weird shadow bug?. I'm sure it's not the lightmap's bug. Thanks
    What GPU are you using? I have the same artifacts on 2080ti. But on my home PC with 1080ti there are no problems

    Leave a comment:


  • replied
    This is my first time installing this. When i replace the Engine folder the launcher wants to repair the engine. Is this normal?

    Leave a comment:

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