Post process does nothing to GPU Lightmass, adjusting the raytrace settings only affects realtime GI
Not sure why the static lights donât work, bug I assume
Also the plugin is like⌠super beta. There are a lot of things that currently do not work. You can try reading through the last few pages of the thread hereto see some of the known issues.
Edit 2: Sorry I didnât respond directly to each question, here they are:
Soon as you press the button (assuming it has something to actually bake). If you turn realtime on you should see bars on all the surfaces and noisy lightmaps resolving.
Donât have to, it will automatically load it. With cpu lightmass if youâre working in the viewport it may prompt you to âapplyâ it but I dont believe that is required for GPULM
Static and Stationary, same as CPU lightmass. Should note that the dynamic shadows will always override static shadows for stationary lights.
No idea
It does its own GI calculation, the realtime GI implementation does nothing for it.
Yes. GI from gpu lightmass is static, itâs baked into a texture. Raytraced GI is realtime.
You have to turn Realtime ON to see the lightmaps building in realtime
See above, also I assume you turned virtual textures (and virtual texture lightmaps) on? You did not go over this setting in your video
Are you sure you are not talking about static lights? Stationary lights will cast dynamic shadows (provided they are enabled in the light, which they are by default) but static lights will not
This indicates to me that you have some other problem here, because moveable lights are completely ignored by lightmass. They may as well not exist. All of their lighting and shadowing is handled in realtime.
if I want to get maximum performance, then obviously I donât want to use any ray tracing.
For example: If I am going to package a game for best Real Time Performance - I package usually without any ray tracing.
Since Lightmass GPU requires Ray Tracing for baking. Whatâs the process right after?
You bake the Lightmass GPU when Ray Tracing is on.
Then you load the project again but turn off Ray Tracing in the Project Settings?
gpu lightmass is so broken its not even ready to go yetâŚ
The release notes for 4.26 has all the info for getting the raytracing stuff working⌠al lthe things u need to enable in the options⌠then a command to type in console to stop real time raytracing so you get most performance in baking the gpu lightmass raytracing
Okay, thanks everyone. I was running another test today using 4.26.4 Preview. The GPU Lightmass seems to be still broken. However I finally found a solution to bake with DX12 and then just the full bake with DX11. On top of it, itâs actually fantastic to use some dynamic lights. And for quick previews, the GPU Lightmass is incredible fast. Love it.
I get it⌠itâs not final yet. But this thing is rocking and very promising. Best Baking ever so far.
I will run some more tests and will post some of my results to keep everyone posted.
Also fantastic for VR Experiences. This is it, super stoked.
Did you found a solution for your dynamic lightning? Iâve stumbled upon a similar problem and im not quite sure if it has somthing to do with the GPU lightmasâŚ