Yeah I’m really exited too for all this new features, I hope the first preview is actually next week and is stable enough to test it.
this thread is amazing.
I want involved here but all I was praying for is going to be included in 4.11 such a bless … :o
Hello friends!
Help me please - after i add Point light to the first test scene (with koola settings - post #172) light building time increases several times or stopped
This kills my build times: Static Lighting Level=0.2
I ran a test over night, 7 hours and it was only 10% built when I woke up! When I set this values to .7 I get better build times and honestly I don’t see a huge difference.
Lightmass using Embree?! that’s great!!! That means 2X faster! Can’t wait for 4.11.
Good job guys!
That is some serious improvement! Can’t wait!
…and also managed to sort out the spotlight leaking bug in 4.11. Pretty unfortunate bug which caused many arch viz devs (incl me) scratching their head and tried numerous variations in lightmass settings and baselightmass.ini file
Thanks everybody for making this thread awesome
I cannot thank you enough to all the members who participated in this thread and made this possible. Removing light leaks and introduction of Light Portals is going to make things so much easier now. Good riddance.
Hat’s off to
It’s not even a year since I started using UE4 (I was and am a full blown Arch-Vis artist). I was so reluctant at first that I almost given up several times due to lack of proper study material specifically directed towards Arch-Vis industry. But whenever my interest for UE4 begins to ebb, there was always something fascinating puling me towards it again and again - Koola and Unreal Paris to name a few.
Unreal Engine’s Community Forum response and support is what persuaded me to keep exploring further.
Distinction between traditional tools and UE4 for Arch-Vis is getting clearer day by day. UE4 has opened so many new doors to unexplored territory for Arch-Vis artists Like - Game Environment Lighting.
How fast Unreal Engine has changed in few months is unbelievable, Can’t imagine what will happen if we get support for – Area Lights and Physical Camera.
It’s all good thanks Epic and everyone that contributed!
My 2 cents, they need to sort out reflections for mirror and glass too, that is a major stumbling block. I would also like to see better blurry reflections, those are not great now.
Sure thing, glad we could make some improvements, and the form in which you presented the problems made it very easy for me to investigate (simple scene with download, clear demonstration of serious problems). Thanks to everyone who helped in this thread.
This is just a step in the right direction. Once you guys get 4.11 we’d like to know what the new primary limiting factors are for Archviz. We won’t necessarily be able to solve them all due to time constraints, but at least we’ll know what’s most important.
Sure we will inform you how’s everything going with 4.11
Thanks a lot
For what it’s worth coming for a noob, I’ve solved the splotchiness in a scene similar to that creating a single mesh and then surround it with a single shell…
I did some tests and the new improvements are amazing! The lighting building is 2-3 faster and almost without bugs, even in "preview quality.
Thanks , you should be the employee of the year at Epic!
Oh no way! it is faster, just like you promised Dan, you’re the man!
Well, Substance Designer plugin does not work, yet, in UE 4.11 preview 1, so can’t test the rendering properly since my projects are using SD quite extensively. But yes, the rendering is pretty fast now and using less memory. Anybody knows how to activate/use the light portals?
edit: found it. Lightmass portal is in All Classes tab
Nice. Look how fast Intel’s Embree is :D. Could you make a test without touching baselightmass.ini file? So it will clearly shows the difference between versions using only default .ini setups.
Are portals bi-directional or is there a front/back, and is there any portal related settings?