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  • replied
    Lightmass Configurator updated for Unreal Engine 4.23 and 4.23.1

    Leave a comment:


  • replied
    Originally posted by duke22 View Post
    Being that this is reliant on the GPU, and the typical archviz level already has a bunch of assets resident in GPU memory, is it possible to build lighting without loading the level, or at least unloading the level and its assets before the build occurs?
    as stated by the OP:

    You can use command line to launch the editor and bake lighting to save GPU resources for GPULightmass, especially video memory.
    • Engine/Binaries/Win64/UE4Editor-Cmd.exe "path\to\your\project\yourproject.uproject" -run=resavepackages -buildlighting -allowcommandletrendering -map=/Game/Maps/MyMap.umap
    • Remember to replace Content with Game in the umap path

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  • replied
    Being that this is reliant on the GPU, and the typical archviz level already has a bunch of assets resident in GPU memory, is it possible to build lighting without loading the level, or at least unloading the level and its assets before the build occurs?

    Leave a comment:


  • replied
    Originally posted by Sumsion3D View Post
    .
    Is there a way to loosely estimate how much GPU RAM will be consumed based upon the settings used?
    .
    Code:
    [DevOptions.GPULightmass]
    NumPrimaryGISamples=128
    NumSecondaryGISamples=64
    FireflyClampingThreshold=10000.0
    .
    ... got up to "Importing suface cache 448/4397" ... barely more than 10% of that stage and it ran out of GPU RAM .... which is 8GB on-card, and +8GB shared from Sys RAM ... so even +/-16GB wasn't enough (this suggests that a dual Quadro RTX 8000 wouldn't be enough GPU RAM -- assuming Swarm could pool mem across NVLINK) ... is it a simple linear'esque estimation ... so if I half the GI Samples, I would consume about 1/2 the mem? ... or is it more exotic than that?
    .
    Click image for larger version

Name:	Annotation-20191113-231238@0.5x.jpg
Views:	428
Size:	542.0 KB
ID:	1686864
    ... bumping for help ...

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  • replied
    Originally posted by studiobeyaz View Post
    could you help me for 4.24 gpu lightmass?i cant find it
    It's not available yet.

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  • replied
    Originally posted by 3darchstuffs View Post
    Where to get GPU LIGHTMASS for UE4.24 Preview 01
    could you help me for 4.24 gpu lightmass?i cant find it

    Leave a comment:


  • replied
    Originally posted by Avi Aggarwal View Post
    I am having a problem when I build lights. It is giving me an error "Invalid device symbol". I am attaching a screenshot of my problem. Please help.
    hi
    i have same problem
    you find The right solution ؟؟

    Leave a comment:


  • replied
    Originally posted by Andreas Bjørshol View Post

    - Download the .zip file for 4.23.1 from here:
    https://www.dropbox.com/sh/fjr63yeut...npYezFena?dl=0

    - Copy the "Engine" folder to your install directory and overwrite

    - Open Engine/Config/Baselightmass.ini to change the quality - the values at the bottom are the ones you need to change.
    I have mine set to 128, 64 and 10 000, which is pretty high - still figuring out what values produce the best result.

    Also, make sure you select "production" build quality in the editor. Any other setting will just act as a bottleneck, if I've understood correctly.



    .
    Is there a way to loosely estimate how much GPU RAM will be consumed based upon the settings used?
    .
    Code:
    [DevOptions.GPULightmass]
    NumPrimaryGISamples=128
    NumSecondaryGISamples=64
    FireflyClampingThreshold=10000.0
    .
    ... got up to "Importing suface cache 448/4397" ... barely more than 10% of that stage and it ran out of GPU RAM .... which is 8GB on-card, and +8GB shared from Sys RAM ... so even +/-16GB wasn't enough (this suggests that a dual Quadro RTX 8000 wouldn't be enough GPU RAM -- assuming Swarm could pool mem across NVLINK) ... is it a simple linear'esque estimation ... so if I half the GI Samples, I would consume about 1/2 the mem? ... or is it more exotic than that?
    .
    Click image for larger version

Name:	Annotation-20191113-231238@0.5x.jpg
Views:	428
Size:	542.0 KB
ID:	1686864

    Leave a comment:


  • replied
    Originally posted by andreas bjørshol View Post

    - download the .zip file for 4.23.1 from here:
    https://www.dropbox.com/sh/fjr63yeut...npyezfena?dl=0

    - copy the "engine" folder to your install directory and overwrite

    - open engine/config/baselightmass.ini to change the quality - the values at the bottom are the ones you need to change.
    I have mine set to 128, 64 and 10 000, which is pretty high - still figuring out what values produce the best result.

    Also, make sure you select "production" build quality in the editor. Any other setting will just act as a bottleneck, if i've understood correctly.



    thanks !!!

    Leave a comment:


  • replied
    Originally posted by Andreas Bjørshol View Post

    - Download the .zip file for 4.23.1 from here:
    https://www.dropbox.com/sh/fjr63yeut...npYezFena?dl=0

    - Copy the "Engine" folder to your install directory and overwrite

    - Open Engine/Config/Baselightmass.ini to change the quality - the values at the bottom are the ones you need to change.
    I have mine set to 128, 64 and 10 000, which is pretty high - still figuring out what values produce the best result.

    Also, make sure you select "production" build quality in the editor. Any other setting will just act as a bottleneck, if I've understood correctly.



    Hi Andreas,

    Didn't see your post yesterday when I written mine about a GPUlightmass compatibility with 4.23 or above.
    I see that Luoshuand didn't update his thread since several month, where do this release come from ?

    Leave a comment:


  • replied
    Hi guys,

    I'm using UE 4.20.3 with GPULightmass "standard"(4.20.2). Not the Unified Settings, because for my project, the first one works better.

    I would like to switch for new release of UE4. 4.23.1 or maybe the 4.24 that will be released in few days/weeks, and I need the great GPUlightmass for my project.

    Then, where I can find a GPULightmass that will be works for the new UE4 release ?

    Another thing : I dont remember if I use Extreme or ultra hight settings, how I could check this ?

    Thanks





    Leave a comment:


  • replied
    Where to get GPU LIGHTMASS for UE4.24 Preview 01

    Leave a comment:


  • replied
    Originally posted by Sumsion3D View Post
    I am at total loss with all of the changes. I had this working once, before Luoshoang went to Epic. I am really interested in this promising approach. I am on 4.23.1, and would like to get GPULightmass working. What are the start-from-scratch steps (if I have already had this working once before on older versions of the engine) ?
    - Download the .zip file for 4.23.1 from here:
    https://www.dropbox.com/sh/fjr63yeut...npYezFena?dl=0

    - Copy the "Engine" folder to your install directory and overwrite

    - Open Engine/Config/Baselightmass.ini to change the quality - the values at the bottom are the ones you need to change.
    I have mine set to 128, 64 and 10 000, which is pretty high - still figuring out what values produce the best result.

    Also, make sure you select "production" build quality in the editor. Any other setting will just act as a bottleneck, if I've understood correctly.




    Leave a comment:


  • replied
    I am at total loss with all of the changes. I had this working once, before Luoshoang went to Epic. I am really interested in this promising approach. I am on 4.23.1, and would like to get GPULightmass working. What are the start-from-scratch steps (if I have already had this working once before on older versions of the engine) ?

    Leave a comment:


  • replied
    Originally posted by sawas1989 View Post
    hello guys i have this error when i building light in 4.23.1

    can you help me please >>


    LightingResults: Error: <None> === Lightmass crashed: ===
    Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\UE4\GPULM-src\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614]
    Array index out of bounds: 43661 from an array of size 43661
    0x00007ffad6e2a839 KERNELBASE.dll!UnknownFunction []
    0x00007ffa69831347 UnrealLightmass-Core.dll!UnknownFunction []
    0x00007ffa69834107 UnrealLightmass-Core.dll!UnknownFunction []
    0x00007ffa69682aba UnrealLightmass-Core.dll!UnknownFunction []
    0x00007ffa69627a17 UnrealLightmass-Core.dll!UnknownFunction []
    0x00007ffa69628250 UnrealLightmass-Core.dll!UnknownFunction []
    0x00007ff79b8112e8 UnrealLightmass.exe!UnknownFunction []
    0x00007ff79b74e3f6 UnrealLightmass.exe!UnknownFunction []
    0x00007ff79b757363 UnrealLightmass.exe!UnknownFunction []
    0x00007ff79b7acf59 UnrealLightmass.exe!UnknownFunction []
    0x00007ff79b75c422 UnrealLightmass.exe!UnknownFunction []
    0x00007ff79b78639d UnrealLightmass.exe!UnknownFunction []
    0x00007ff79b7a5ac9 UnrealLightmass.exe!UnknownFunction []
    0x00007ff79b80dae8 UnrealLightmass.exe!UnknownFunction []
    0x00007ffad78e7bd4 KERNEL32.DLL!UnknownFunction []
    0x00007ffad988ced1 ntdll.dll!UnknownFunction []
    I have the same problem, it happens when I try to bake a second time.

    Leave a comment:

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