Inside Unreal: Lumen

That isn’t the issue with Lumen and VR, and rendering a 360 video at sufficient resolution for VR would have a much higher performance impact than actually rendering for VR properly would. In fact it would be doubly worse because to do it properly you’d need it for each eye to make it 3D.

LUMEN - dark Base Color possible solution for GI:
this solution could be a dedicated node that we for example already have for the Lightmass (LightmassReplace).
A new LumenAlterGI node could use a BaseColor or just its luminance value specified by user to get better GI bouncing calculation.
What do you think about that ?

What about baking the lumen LOOK back into the levels lightmaps ?
there by defeating the purpose of lumen I guess…

but you changed something here with lumen, I have never seen such photorealism so easily achieved

The baked lighting system is designed to give you that kind of lighting already, though with less issues like bleeding.

And btw I don’t work for Epic, I’m just a forum moderator

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With regards to the ‘simple interiors’. If I understand correctly, that means you can’t have ‘interior’ dungeon caves, and that you would need to part out the surrounding walls, floor and ceiling of like an underground mine and then re-create the room out of those pieces.

What does lumen do in situations like this where the meshes are effectively 1 sided? Does it still render the back faces into the surface cache or is there a way to restrict the scope of the surface caching?

Watched the in depth Lumen presentation and am somewhat confused. In particular Lumen’s use of Hardware Ray Tracing.

I always thought it was an either or situation, either you used Lumen’s GI which is software based, OR you use used RTX enabled Ray Tracing.

But this presentation suggests this is not the case and that when you enable 'hardware Ray Tracing AND Lumen at the same time it is more of a hybrid solution.

Can anyone clarify?

Hello, I’m pretty late to UE5 so I apologise if this topic is already covered. I’m switching from Unity to Unreal at the moment so everything is quite new to me.

Lumen is amazing especially the GI stuff and Nanite is the stuff of dreams. The only real issue I get is with reflections, is it normal to get this strange cut off? What can be done to improve this as it really bugs me with a project that I’m about to start.

I understand that this is a screen based method at the moment but are there any ways of improving the quality of the proxy mesh that gets rendered after the screen space sample?

Is this just a limitation with Lumen at the moment?

You can try setting lumen reflection quality to 4 in the postprocess. Might help in some situations but I found lumen reflections to be pretty horrible most of the time. AFAIK, everything you see in reflections is basically the lumen scene. You can see how your lumen scene looks like in the visualizers menu in viewport.

When I enabled Hardware tracing when available it vastly improved it, but the framerate went from 80 fps to 10 fps. I thought having an RTX 3090 would only make this faster using raytracing?