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  • started a topic Luoshuang's GPULightmass

    Luoshuang's GPULightmass

    Click image for larger version  Name:	image_138398.jpg Views:	1 Size:	82.0 KB ID:	1478783

    Disclaimer:

    This is a very simple and early version of my GPU lightmap baker. Don't expect much from it! =)

    Binary Installation:

    4.19.1: https://www.dropbox.com/sh/3issyqm20...f6eEbmKRa?dl=0 [Updated 04/16/2018 18:13]
    4.19.2: https://www.dropbox.com/sh/nkte4fotk...m6dBe-i_a?dl=0
    4.20.1: https://dl.orangedox.com/gjD37r7TcxMV4jqx9U (starting from here it requires NVIDIA driver version >= 398.26)
    4.20.2: https://dl.orangedox.com/P02pizph3hSVF1OtSJ
    4.20.2 Unified Settings: https://dl.orangedox.com/lUSb6PnfVOoyAFcDz3 (see #478 for instructions on how to use)
    4.21.0 Unified Settings: https://dl.orangedox.com/YtozAlX0QCNN57KXT2 (Turing cards support, requring driver >= 411.31, not using RTX)

    Merge the zip's content with your UE_4.19/Engine folder.
    This installation overwrites your BaseLightmass.ini so you want to back it up if you have modified its parameters.
    • If you want to keep your BaseLightmass.ini, set bUsePhotonMapping and bUseRadiositySolverForSkylightMultibounce to false to avoid CPU computation.
    Sorry for no 4.18 support, since some logic dealing with volumetric lightmaps changes a little bit too much in 4.19.

    Automatic Script Installer:

    Situx has done a nice installer for GPULightmass that checks multiple things to help prevent problems:
    https://forums.unrealengine.com/deve...11#post1519111

    Source (Hybrid) Installation:

    For versions prior to 4.20.2 unified settings, see https://forums.unrealengine.com/deve...65#post1460865
    For 4.20.2 unified settings, see https://forums.unrealengine.com/deve...66#post1529966
    For 4.21.0 unified settings, refer to 4.20.2 but use this one: EngineModification4.21.0.zip

    Limitations:
    • Written in CUDA so NVIDIA only.
    • Supports all 4 standard lights (point, spot, directional and sky)
      • However stationary skylight is not supported so if you have one in your scene it will still be baked since it is treated as a static one
      • Advanced lighting features such as soft shadows (SourceLength and SourceRadius) and IES are not respected when calculating indirect lighting. However you may still see some effect of them since their direct lighting is calculated on CPU
        • According to some tests the direct lighting is low quality sometimes because Lightmass quality level is set to "Preview". While this problem is actually irrelevant to GPULightmass, you'll probably want to set the quality level to "Production" to avoid such kind of mysterious problems.
    • Supports baking of standard surface lightmaps, volumetric lightmaps (also with faster voxelization), and sparse volume lighting samples
    • Lightmass parameters and quality settings specified in the editor are ignored except for Num Indirect Lighting Bounces
      • Current the number of samples (quality settings) is hardcoded in the program and you cannot change it since I haven't found an reliable way to expose them to the user
      • AO Mask generation is not supported
    • GPULightmass should work with Swarm distributed rendering naturally as long as you've correctly set up the environments on all machines. (esp. a sufficiently new NVIDIA driver)

    Useful Tips:
    • GPULightmass uses Brute Force as its Primary GI Engine and some form of radiosity caching as its Secondary GI Engine, which is very similar to vray.
      • Brute force is much more accurate than Irradiance Caching (Lightmass's primary GI engine) but it is also slower. It is also more sensitive to lightmap resolution since it actually calculates each lightmap texel, while irradiance caching is more or less resolution independent. You may want to tune down your lightmap resolutions firstly then slowly tune them up when working with GPULightmass.
      • Comparison of Brute Force vs Irradiance Caching:
      • Click image for larger version  Name:	V1.jpg Views:	1 Size:	121.6 KB ID:	1460558
      • Since adaptively placing more samples around corners (known as Retrace in vray) hasn't been implemented you may see sploches.
    • 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
    • It is recommended to change Windows TDR settings to prevent the GPU from being timed out (unspecified launch failure and other Error crashes) under heavy workload
    • Some stats:
      • A scene having 30M triangles and 150 1K lightmaps requires 7GB video memory and ~3hrs to bake on a GTX1080
    Change Log:

    [04/16/2018] Fixed attenuation calculation of spotlights
    [04/14/2018] Further improved the adaptive hemisphere sampler to suppress visible artifacts
    [04/14/2018] Fixed issues with sparse volume lighting samples and masked materials
    [04/14/2018] Fixed a bug inside the adaptive hemisphere sampler. The number of samples is also raised. Now GPULightmass runs at Ultra High settings by default, which is a little bit overkill for most scenes.
    [04/13/2018] Added support for sparse volume lighting samples
    [04/13/2018] Fixed a bug which prevents GPULightmass from running on cards that are older than GTX10XX

    Known Issues:
    • Ray hit rejection by LOD/HLOD hasn't been implemented and you may see black splotches where lower LOD meshes poke out.
    How to Get the Best out of GPULightmass:
    • Currently GPULightmass uses all emissive materials in baking regardless of 'Use Emissive in Static Lighting' option. If you see sparkles they are probably from some small bright emissive sources (especially, small LED panels in kitchen). You'll want to use the LightmassReplace material node or set the EmissiveBoost to zero to remove them for GPULightmass. Starting from 4.20 GPULightmass respects 'Use Emissive in Static Lighting' option. However, the idea is to not use any small & bright emissive light sources in GPULightmass. If you want to get rid of sparkles, you can also try tuning down 'FireflyClampingThreshold'.
    • GPULightmass uses 'Two Sided Emulation' on all two-sided materials which could be the reason why people are seeing darken environments and light leaks. Currently the workaround is to turn off two-sided on the problematic materials. See https://forums.unrealengine.com/deve...32#post1477832
    Last edited by Luoshuang; 12-02-2018, 04:05 AM.

  • replied
    Hi to all,

    First of all thank you for this trick.

    I am having the issue of very low performance of de GPU running at 5-6%.

    Graphic card: 1060 6gb, drivers updated.

    Anyone know how to improve it?

    Thank you in advance.

    Leave a comment:


  • replied
    Originally posted by Luoshuang View Post

    Prometheus currently does not respect num samples settings . Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?
    I got the following results. Sketchup to 4.21 via Datasmith. Upgrade project to 4.22 preview 5. Bake with Prometheus. Thoughts?

    Leave a comment:


  • replied
    Are multiple GPUs supported?

    Also, is it possible to use different GPUs, like none SLI setups, for example a bunch of 1060, since the heavy process is on the memory this can probably improve times keeping the scaling costs low.

    Leave a comment:


  • replied
    Originally posted by scha View Post
    Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into "invalid device symbol" error then crash. I used the automatic installer. (Sorry if that was asked before)
    Same here with GTX 650.

    Leave a comment:


  • replied
    Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into "invalid device symbol" error then crash. I used the automatic installer. (Sorry if that was asked before)

    Leave a comment:


  • replied
    Originally posted by Luoshuang View Post

    Prometheus currently does not respect num samples settings . Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?
    Yep, just tried 128/32, nothings changed. No I didn't investigate for dark corner elimination and UV problems yet, but I'll do it. Now I know that this version is just for testing, so I will ignore all this artifacts... Thank you.
    Any ETA for final release?
    Last edited by ldo; 03-19-2019, 08:24 AM.

    Leave a comment:


  • replied
    Originally posted by ldo View Post
    Hi Luoshuang,

    I am testing your new Prometheus and getting some problems. On the first pic white dots, and on the second dot it is too noisy (how can I switch settings to max quality?)

    I found this lines in code :

    [DevOptions.GPULightmass]
    NumPrimaryGISamples=32
    NumSecondaryGISamples=16
    FireflyClampingThreshold=10.0

    Which numbers I need for Ultimate settings like in previous ver. of GPU Lightmass ?
    Prometheus currently does not respect num samples settings . Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?

    Leave a comment:


  • replied
    Hi Luoshuang,

    I am testing your new Prometheus and getting some problems. On the first pic white dots, and on the second dot it is too noisy (how can I switch settings to max quality?)

    I found this lines in code :

    [DevOptions.GPULightmass]
    NumPrimaryGISamples=32
    NumSecondaryGISamples=16
    FireflyClampingThreshold=10.0

    Which numbers I need for Ultimate settings like in previous ver. of GPU Lightmass ?
    Last edited by ldo; 03-18-2019, 05:45 PM.

    Leave a comment:


  • replied
    This is amazing. you are awesome. It is possible that in the future this will work for AMD, I was thinking about buying a vega 7

    Leave a comment:


  • replied
    Originally posted by Luoshuang View Post

    I've updated a fresh packaged version, you can try again
    Good now, thanks for the quick patch ! Looking forward to a day of testing tomorrow

    Leave a comment:


  • replied
    Originally posted by LegendreVR View Post
    Hey Luoshuang ! Got this error on a clean engine with Prometheus 0.0.1, any idea what could be the cause of it ? Looks like a dll mismatch.
    I've updated a fresh packaged version, you can try again

    Leave a comment:


  • replied
    Hey Luoshuang ! Got this error on a clean engine with Prometheus 0.0.1, any idea what could be the cause of it ? Looks like a dll mismatch.

    Leave a comment:


  • replied
    Thanks, I will test this version of GPU Lightmass ASAP and compare results to the past versions.

    Leave a comment:


  • replied
    Originally posted by Muchasty View Post
    GPU Lightmass (4.19.1) causes some problems with this scene ( dark upper area and some sparks on the ceiling ):


    Below the reference CPU baked (4.18.3):
    me too, I have this problem and i can not fix this, can you help me,please
    Attached Files

    Leave a comment:

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