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Originally posted by enoes View Post
What is left ? old gpu lightmass ? cpu lightmass or real time ray tracing ?
As pointed in the message:
On attached images, at left, 'Old GPU Lighmass'. At right, new built-in 'Epic's GPU Lightmass:
(All RT effects forced to 0, to avoid having dynamic lighting over there)
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Originally posted by Miguel1900 View Post
Hi,
As pointed in the message:
On attached images, at left, 'Old GPU Lighmass'. At right, new built-in 'Epic's GPU Lightmass:
(All RT effects forced to 0, to avoid having dynamic lighting over there)
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Originally posted by enoes View Post
i think you use to stationary lights. Change the static and try again. Skylight so change if use static maybe point light work.
Let's compare!
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Originally posted by motorsep View Post
I think with official GPU Lightmass you can only use 128 lights.
Maybe yes. Anyway, there are less than 20 lights on that lighting scene. I meant that you can built the light as many times as you want, trying with different GPU Lightmass parameters, but without changeing the scene! (I dindn't mean you to place as many lights as you want).
This is the scene: https://www.dropbox.com/s/dfzf8fhlet...g_lab.zip?dl=0
Regards!
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Miguel1900 So I opened your scene and remembered that GPU Lightmass in 4.26 doesn't support brushes. All those small boxes you hope to get light bouncing off are brushes. Try converting them into static meshes.
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Tbh, I feel that GPU LIghtmass is there for a checkbox. Artifacts in the corners of the room in the sample project posted above shouldn't be there with all the settings cranked up high. Yet, it looks horrible blotchy/blocky. I wouldn't hold my breath for GPU Lightmass to be usable until maybe UE 5.1 or even later.
For now I'd stick with CPU Lightmass for production.
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Originally posted by motorsep View PostMiguel1900 So I opened your scene and remembered that GPU Lightmass in 4.26 doesn't support brushes. All those small boxes you hope to get light bouncing off are brushes. Try converting them into static meshes.
Originally posted by motorsep View PostTbh, I feel that GPU LIghtmass is there for a checkbox. Artifacts in the corners of the room in the sample project posted above shouldn't be there with all the settings cranked up high. Yet, it looks horrible blotchy/blocky. I wouldn't hold my breath for GPU Lightmass to be usable until maybe UE 5.1 or even later.
For now I'd stick with CPU Lightmass for production.
Thanks!
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Originally posted by Miguel1900 View Post
Of course, I know. That's the reason there are the same blocks but with static meshes too. It's a test scene, so I have included all kind of situations I have thought on. Like twso sided materials, emissive materials, translucent materials, BSP and Static Mesh, etc. So they are part of the test itself.
Originally posted by Miguel1900 View PostThen, have you tried it with your GPUL and do you get the same weird results?
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Originally posted by motorsep View PostI wonder if Epic is reading this thread. This situation with official GPU Lightmass reminds of Cyberpunk 2077.Last edited by virtualHC; 12-22-2020, 04:43 PM.
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