Lets make Lightmass EPIC (and understandable)

In Editor press tilde(~) and type “r.streaming.poolsize 4096”
For packaged game, in Level blueprint add node Execute console command after Event begin play and type the above command in it

Thanks, is that command needed for each project or does it effect the engine for all projects?

It’s basically a “console command”, so it only affecting project that use this command, not the whole engine. Put it in a blueprint is a good practice especially if you are going to give the final result to your clients.

4.11 lightmass portal , just preview mode
is better than 4.9

Can’t wait to test it out… Gotta reformat and install win10 before, it HAS to be done at some point anyway! Looks very clean!

tc22, looks great! What is your lighting set up, just hdri?

Nice, tc22. Non blurry mirror like reflections too, not seen that before (maybe that’s just me)
Can you give your hardware spec, settings and render time ?

hi there,

regarding the newset preview 4.11 build, i have a question.
how to enable embree? i downloaded the newest library from intel, and i tested it with embree on and off in the ini file and actually, i had a slightly faster build time without embree (2% faster) so my guess is its not using it even if its enabled in the ini file and the build times are pretty much the same. and yes, i have a intel processor.

any words of advice?

Embree is integrated into UE4’s light building system. There’s no need to download anything at all from third parties. If you looked at Swarm Agent log window while building lighting, you would see the word “Embree” mentioned in there.

This also means Embree implementation in UE4.11 preview 1 is CPU agnostic, it really doesn’t matter if your rig is using AMD CPU, Embree in UE4 just works without problem.

It’s on by default, if you want to turn it off to compare speeds, you can follow the instructions in this post.

i did that. its mentioned in the post youre replying to.

I’m not (at least it seems) experiencing 2x faster builds either. Current light build, 76% after nearly 30 hours (scene with 3 rooms, balcony and maybe 20 items furniture total) - corei7 4790k with 16gb ram + core i5 4460 with 8gb ram.
64 hemisphere samples, production mode, .2 static lighting level, 100 bounces, 10 indirect lighting quality. 2 lights in scene - direct and skylight, light portals used in windows.

It’s probably your light map resolutions and the 10 indirect lighting quality causing the high rendering time. Isn’t the point of portal lights that you don’t need a super high indirect lighting quality because the portals tell lightmass where to focus?

I watched the video posted on a previous page, where was demonstrating 4.11 and he was using indirect quality of 10 and .2 scale?

From my tests this “.2 static lighting level” kills render times. Can you really see a difference between say .7 and .2? I gave up on anything lower than .65 because the render times were in days.

Are you able to get “loft in london” “scandinavian” “unreal paris” type quality with .7 ?

I’m not sure if this is as good as the ones you mentioned but this is with .7 setting. I would try the scene with .2 but my computer can’t handle that setting. :confused: Watch in HD.

Very professional presentation, i think the realism factor can be better. Did you use low lightmap res ? what was your lighting set up, and did you use global illumination ?

It was my second try at UE4 so it needs improvement. I think the highest lightmap rez is 1024, can’t remember what I did for lighting, I’d have to look, and yes I used GI.

Edit I used an HDRI and bounce lights out the window, the floor lightmap is 2048 rez, walls 1024.

I’ve not tried a night scene yet but i was finding with my day scene, global illumination was drowning out everything making stuff look less defined (maybe i didn’t master it enough to get good results)
I’m currently getting good results with just a direct+skylight - better than i was getting with hdri in cubemap, and no real difference between bounce card and current method. I followed tutorial on ue4arch. The thing i would add is that indirect lighting plays a big part too, it goes above 10 for anyone who needs more. Your skill level obviously looks pro though, just my personal taste maybe.