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I need the default BaseLightmass.ini for Unreal 4.11

Hello,

could someone upload the default BaseLightmass.ini for Unreal 4.11, because I changed it and now I don’t know which values are the default ones.

Thanks.
Z

Why where you not modifying the projects lightmass config?
A “Verify” via the launcher should work.

HTH

I needed to optimize the quality of the lightmass, and get fast calculation time.

Thank you for the help.

What I mean is: Why are you not overriding those values in the Project lightmass ini config file?

I’m sorry I didn’t understand you the first time. I wasn’t aware that I can change the lightmass.ini per project. Thank you for this info as well.

I have a bit of a problem with the Project lightmass ini config file - all the changes I make to it, are just overridden with the baselightmass.ini file.
Is there any way to make the changes on the Project lightmass.ini file stick?

thanks

Cannot upload due to work proxy

Just copy and paste…make a .zip of all your .ini files before testing stuff :wink:

[SIZE=1]; These are tweaked defaults for various lightmass solver and export settings
; Artist-oriented lightmass settings are in the editor UI
; Documentation for all of these is in UnrealLightmass/Public/SceneExport.h
; This ini is reloaded every time a lighting build begins, no need to restart

[DevOptions.StaticLighting]
bAllowMultiThreadedStaticLighting=True
ViewSingleBounceNumber=-1
bUseBilinearFilterLightmaps=True
bCompressLightmaps=True
bUseConservativeTexelRasterization=True
bAccountForTexelSize=True
bUseMaxWeight=True
MaxTriangleLightingSamples=8
MaxTriangleIrradiancePhotonCacheSamples=4
bAllow64bitProcess=True
DefaultStaticMeshLightingRes=32
bAllowCropping=False
bGarbageCollectAfterExport=True
bRebuildDirtyGeometryForLighting=True
bUseEmbree=true
bVerifyEmbree=false

[DevOptions.StaticLightingSceneConstants]
StaticLightingLevelScale=1
VisibilityRayOffsetDistance=.1
VisibilityNormalOffsetDistance=3
VisibilityNormalOffsetSampleRadiusScale=.5
VisibilityTangentOffsetSampleRadiusScale=.8
SmallestTexelRadius=.1
; Tweaked for a good tradeoff between ‘Cache Indirect Photon Paths’ time and Indirect photon emitting ‘Sampling Lights’ time
LightGridSize=100
AutomaticImportanceVolumeExpandBy=500
MinimumImportanceVolumeExtentWithoutWarning=10000.0

[DevOptions.StaticLightingMaterial]
bUseDebugMaterial=False
ShowMaterialAttribute=None
; Material export sizes default to very small to keep exports fast
EmissiveSampleSize=128
DiffuseSampleSize=128
SpecularSampleSize=128
TransmissionSampleSize=256
NormalSampleSize=256
; Terrain materials default to much higher resolution since each material typically covers a large area in world space
TerrainSampleScalar=4
DebugDiffuse=(R=0.500000,G=0.500000,B=0.500000)
EnvironmentColor=(R=0.00000,G=0.00000,B=0.00000)

[DevOptions.MeshAreaLights]
bVisualizeMeshAreaLightPrimitives=False
; Only emissive texels above .01 will be used to create mesh area lights
EmissiveIntensityThreshold=.01
MeshAreaLightGridSize=100
MeshAreaLightSimplifyNormalAngleThreshold=25
MeshAreaLightSimplifyCornerDistanceThreshold=.5
MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold=.1
MeshAreaLightGeneratedDynamicLightSurfaceOffset=30

[DevOptions.PrecomputedDynamicObjectLighting]
bVisualizeVolumeLightSamples=False
bVisualizeVolumeLightInterpolation=False
NumHemisphereSamplesScale=2
SurfaceLightSampleSpacing=300
FirstSurfaceSampleLayerHeight=50
SurfaceSampleLayerHeightSpacing=250
NumSurfaceSampleLayers=2
DetailVolumeSampleSpacing=300
VolumeLightSampleSpacing=3000
; Clamp the number of volume samples generated to ~15mb
MaxVolumeSamples=250000
bUseMaxSurfaceSampleNum=True
; Approximately clamp the number of surface samples generated to ~30mb (only for Landscape currently)
MaxSurfaceLightSamples=500000

[DevOptions.PrecomputedVisibility]
bVisualizePrecomputedVisibility=False
bCompressVisibilityData=True
bPlaceCellsOnOpaqueOnly=True
NumCellDistributionBuckets=800
CellRenderingBucketSize=5
NumCellRenderingBuckets=5
PlayAreaHeight=220
MeshBoundsScale=1.2
VisibilitySpreadingIterations=1
MinMeshSamples=14
MaxMeshSamples=40
NumCellSamples=24
NumImportanceSamples=40

[DevOptions.PrecomputedVisibilityModeratelyAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=1

[DevOptions.PrecomputedVisibilityMostAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=0

[DevOptions.VolumeDistanceField]
VoxelSize=75
VolumeMaxDistance=900
NumVoxelDistanceSamples=800
; Clamp the size of the volume distance field generated to ~15mb
MaxVoxels=3992160

[DevOptions.StaticShadows]
; Using area shadows by default instead of filtering in texture space
bUseZeroAreaLightmapSpaceFilteredLights=False
NumShadowRays=8
NumPenumbraShadowRays=8
NumBounceShadowRays=1
bFilterShadowFactor=True
ShadowFactorGradientTolerance=0.5
bAllowSignedDistanceFieldShadows=True
MaxTransitionDistanceWorldSpace=50
ApproximateHighResTexelsPerMaxTransitionDistance=50
MinDistanceFieldUpsampleFactor=3
MinUnoccludedFraction=.005
StaticShadowDepthMapTransitionSampleDistanceX=100
StaticShadowDepthMapTransitionSampleDistanceY=100
StaticShadowDepthMapSuperSampleFactor=2
; Clamp the number of shadow samples generated to ~8mb for huge levels
StaticShadowDepthMapMaxSamples=4194304

[DevOptions.ImportanceTracing]
bUseCosinePDF=False
bUseStratifiedSampling=True
NumHemisphereSamples=16
MaxHemisphereRayAngle=89
bUseAdaptiveSolver=true
NumAdaptiveRefinementLevels=2
AdaptiveBrightnessThreshold=1
AdaptiveFirstBouncePhotonConeAngle=4

[DevOptions.PhotonMapping]
bUsePhotonMapping=True
bUseFinalGathering=True
bUsePhotonDirectLightingInFinalGather=False
bVisualizeCachedApproximateDirectLighting=False
bUseIrradiancePhotons=True
bCacheIrradiancePhotonsOnSurfaces=True
bVisualizePhotonPaths=False
bVisualizePhotonGathers=True
bVisualizePhotonImportanceSamples=False
bVisualizeIrradiancePhotonCalculation=False
bEmitPhotonsOutsideImportanceVolume=False
ConeFilterConstant=1
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=400
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.6
; 10 degrees is a good tradeoff between capturing high frequency incident lighting at final gather points and covering the whole incident lighting domain with a limited number of importance directions
FinalGatherImportanceSampleConeAngle=10
IndirectPhotonEmitDiskRadius=200
IndirectPhotonEmitConeAngle=30
MaxImportancePhotonSearchDistance=2000
MinImportancePhotonSearchDistance=20
; Preview uses a very small number of importance directions
NumImportanceSearchPhotons=10
OutsideImportanceVolumeDensityScale=.0005
DirectPhotonDensity=350
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=350
DirectPhotonSearchDistance=200
IndirectPhotonPathDensity=5
; Need a very high indirect photon density since first bounce photons are used to guide the final gather
IndirectPhotonDensity=600
IndirectIrradiancePhotonDensity=300
IndirectPhotonSearchDistance=200
PhotonSearchAngleThreshold=.5
IrradiancePhotonSearchConeAngle=10
CachedIrradiancePhotonDownsampleFactor=2

[DevOptions.IrradianceCache]
bAllowIrradianceCaching=True
bUseIrradianceGradients=False
bShowGradientsOnly=False
bVisualizeIrradianceSamples=True
RecordRadiusScale=.8
InterpolationMaxAngle=20
PointBehindRecordMaxAngle=10
; Increase distance and angle constraints in the shading pass, which filters the interpolated result without losing too much detail.
DistanceSmoothFactor=4
AngleSmoothFactor=4
; Sky occlusion has less noise than normal GI, don’t blur away details
SkyOcclusionSmoothnessReduction=.5
; Enforce a minimum sample rate on surfaces with no nearby occluders
MaxRecordRadius=1024
CacheTaskSize=64
InterpolateTaskSize=64

[DevOptions.StaticLightingMediumQuality]
NumShadowRaysScale=2
NumPenumbraShadowRaysScale=4
ApproximateHighResTexelsPerMaxTransitionDistanceScale=3
MinDistanceFieldUpsampleFactor=3
NumHemisphereSamplesScale=2
NumImportanceSearchPhotonsScale=1
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=1
NumIndirectPhotonsScale=2
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=1
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.5
AdaptiveFirstBouncePhotonConeAngleScale=1

[DevOptions.StaticLightingHighQuality]
NumShadowRaysScale=4
NumPenumbraShadowRaysScale=8
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=4
NumImportanceSearchPhotonsScale=2
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
NumIndirectPhotonsScale=4
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2

[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=8
NumPenumbraShadowRaysScale=32
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=8
NumImportanceSearchPhotonsScale=3
NumDirectPhotonsScale=4
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=8
NumIndirectIrradiancePhotonsScale=2
; Decreasing the record radius results in more records, which increases quality
RecordRadiusScaleScale=.5625
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2.5[/SIZE]

Thank you macoll, ryan20fun already answered my question, but we followed up on another problem I had in the same thread (should’ve opened a new thread I know) - the problem that I face now is, when I change any settings in the project lightmass.ini file (PROJECTNAME\Intermediate\Config\CoalescedSourceConfigs\lightmass.ini), this config file gets overridden by the baselightmass.ini (C:\Program Files (x86)\Epic Games\4.11\Engine\Config\BaseLightmass.ini), so any changes I’ve put in the lightmass.ini file are not valid when I bake the lightmass.

How can I have different settings lightmass.ini (different lightmass.ini files) for different projects, instead of having one (the default baselightmass.ini) for all projects.

Thanks,
Z

I am not a ninja at .ini files :wink:
Why don’t you open a thread at the ‘AnswerHub’ ? https://answers.unrealengine.com/index.html
Cheers+

Thank you for the suggestion :slight_smile: