Can someone tell me where to find the portal lights in the UI please?
Can’t find it.
Also, would be great to have a little run down on what settings has to be used to get the best results now with this new 4.11 release.
Thanks
Can someone tell me where to find the portal lights in the UI please?
Can’t find it.
Also, would be great to have a little run down on what settings has to be used to get the best results now with this new 4.11 release.
Thanks
You can find Lightmass Portal in All Classes tab. The best thing about UE 4.11 preview 1 is that I don’t need to mess around with baselightmass.ini file anymore. In Lightmass setting, I rarely use high indirect bounce values, mostly around 10-30. Using low light scale such as below 0.5 also won’t tax light building as high as in previous versions. Thanks to Intel Embree integration. It really helps and makes light building much, much faster.
However, don’t use UE 4.11 preview 1 for your real project yet. The official release of UE 4.11 is February 2016.
I could use some help or advice, I started a new scene and wanted to take advantage of the portals in 4.11, but I’m getting a soft dark areas around each corner, even with different lighting. It looks unnatural and is the same even on the walls with the windows and the opposite walls. Any idea whats causing it or how to improve it?
YES!!! YES!!! YES!!! THANKS! THANKS!THANKS! I was waiting for this tutorial! Beginners very difficult to understand UE settings! Thanks!!!
Zacd, did you turn off all AO settings? I don’t think what you have looks bad personally…
I’m dumb, forgot to turn off post process AO.
Yes, yes you are.
Hahahaha
Hi guys,
I’m trying to build a little project with all the data I’ve been able to collect in this thread who is absolutely amazing.
I have a big issue though, and I can’t really explain it better than with this preview I made :
Basically everything works from outside the house, (appart from few light leaks and wrong mapped objects) but once I get in, all the maps wigs out.
Would it be because I tried to push too much quality into it? I still have bleading maps and think I should push the quality even higher, or divide them more to get more quality per area.
ATM, I overwrote all the maps to 2048 and rendered out (render took about 60h on my i7 3930k OC 3.9Ghtz)
FYI : My video-card is only using 1.6Gb or ram out of the 4Gb available of my GTX 970
Any ideas would be welcome
Cheers
It’s just the texture streaming lacking memory.
use the command r.streaming.poolsize 4000 (it’s 4000mb versus the default 1000)
By the way your scene looks good (lighting)
Also you probably don’t need to set every lightmap to 2048, be reasonable. Books, the TV, pillows, etc, don’t need the same resolution as your walls and floor.
4.11 support VR ???
Amazing improvements, I was endlessly testing build settings on a large building with many rooms that had a load of light leaks that I thought were down to poor lightmaps, but this new update fixed them nicely + greatly improved build speed times! Definitely my favorite engine update yet!
You can solve it using one of 2 options.
Option 1: as @ said increase streaming pool size.
(unfortunately, this option didn’t work for one of my projects, especially if I package it for 32 bit os. For 64 bit it worked.)
Option 2: Uncheck compress option in Packaging settings.
Do people leave on texture streaming for arch viz ? I turned it off completely as it was becoming very annoying, i figured it’s only needed for people making large games ?
Edit>project settings>rendering>texture streaming = un-ticked.
, what would be nice is if you guys could unlock the max resolution (2048x2048 iirc) of the rendertargetcube texture. Some of us are using that to fake better reflections for our windows and even if the performance drop is huge it’s not big deal because we’ll use it to make stills or 360 pano!!! I know some forum members have done it themselves with the engine source code but it would be nice to have it already unlocked!!! Thanks and good job on lightmass!
Yep… it’s better to leave them on, with additional command r.streaming.poolsize 4096 to give you more room than the default 1000.
Unless you know exactly how many and how big the total texture size will be for your project. Don’t forget to put light maps and shadow maps into calculation as well.
If you turn it off completely I find that the initial loading time can be very long tho. With a good streaming pool it works well imo.
I see, my projects are such that if i run out of gpu memory it means i need a new graphics card not a poolsize rethink ![]()
In all seriousness i was getting odd effects. I would increase pool size to 4000 after looking at relevant threads on this site, stats were showing a lot less than the limits but i was still getting problems so i turned it off. I launched the culprit project with texture streaming turned off and didn’t notice any long loading times (3 rooms few items of furniture) only have a gtx 960 4gb. Maybe it’s good to keep in mind what you pointed out as my scenes increase in size .
Cheers
Usually your method is ideal but I had a scene where it would take more than 1 minute to load because of -notexturestreaming. It’s a bit long! Maybe my project wasn’t optimized enough. Very possible.
How do you access the window to paste the command? Thanks!