We’ve just implemented Intel Open Image Denoise for lightmap GI denoising in Dev-Rendering. Denoising in preview is not supported as the latency is very high. However you should be able to get way less noise in baked lightmaps. Still, to get good quality with this brute force renderer you’ll need very high sample counts (16k). The denoiser may be able to reduce that to 512 - 1k though.
Is it possible to add support for the Two-sided foliage model in lightmass? eg. light scattering through leaves to the area below.
Would be really nice for forest environments
This is so awesome. Cant wait until its in an actual build ready to use
Does it handle hlods well? Luoshuangs old one used to not handle those and take the hlods into account into lighting the rest of the envrionment leaving awkward lighting where hlods would intersect.
Note that when you enable ray tracing, realtime ray traced shadows will be on automatically. You probably want to set r.RayTracing.ForceAllRayTracingEffects=0 to disable all realtime ray tracing effects.
great work Luoshuang (and the rest of the team), really looking forward to this once it’s released
also it’s great that you’re reacting to feedback on this thread. so a couple of questions from me:
will this work on non-RTX cards?
any chance the whole thing could work at runtime? thinking of a scenario like building a procedural level and then building static lights, all under a loading screen
@Luoshuang
shader compiler is incredibly slow. is it normal or just for me? also visual studio compile takes 3.5 hour(other branchs max takes 1 hour) lol thats need patience work definitely.
rests incredible. denoiser working good. thx for you and your team works.
i will share the results of denoiser with single material.
I beg for help! I have been trying to build ue4 dev-render for a month now. I just can’t solve this problem - the engine has assembled with errors and does not start. can someone know how to solve this? I will be very grateful for any help!
@Luoshuang It’s just a small thing but you could rename “ToggleLightMapPreview” to “r.GPULightmass.ToggleLightMapPreview”. Would be nice to have all the relevant commands in one place.
Well that’s because ToggleLightmapPreview belongs to FStaticLightingSystemInterface - an interface allowing ppl to implement their own lightmap baking system beyond GPULightmass
Hi,
ineed help.
I played last week with dev-rendering build and gpulightmass, worked fine. Now I downloaded the latest one, and it is not working anymore. By “ToggleLightmapPreview” Command I got this error: