Lets make Lightmass EPIC (and understandable)

Hmm, GI shouldn’t be the culprit. Maybe too much ambient lighting? There are just so many variables to tweak in the engine.

Just some tests with only skylight

I have used 0.15 in static lighting level scale and NumHemisphereSamples=128

Those look great! 4.11?

Yes. But I have not achieved the same beautiful small shadows as in 4.9 and I don’t know why. It’s not so sharpen anymore, but the rendering times are fine now.

What was the build time and your computer specs?

Also, I want your leather material! :smiley:

Looking awesome rafareis, great lighting, reflections, colour balance - everything. This is the kind of stuff that inspires me to get better.

Hi !

i’m trying to create a simple scene with Lightmass Portal but I have some problem with some strange artecfact of the roof of my scene.
It’s the second scene that make this error. I have the same problem if I seperate my roof to the wall or not.
This is an example of my problem :

5e19dc6482ac0a939d0386963928098b9eb26a49.jpeg

Is the lightmap resolution on that model large enough? Is the ceiling and roof one continuous mesh or are they separate floating parts?

Hi Guys!
Some WIP screenshots from my first archiviz Study (rendering and light) within the UE4 11. The design is based on a scene from “EvermotionArch30Vol.”.

  • First my parameters inside UE editor:
    Static lighting level: 0.5
    Num indirect light bounce : 3
    Ind. Light qual : 1
    Ind. Light smoothness : 1

Standard content material and light for the scene -> 1 lightsource and 3spotlights (1x station + 2x static).

  • Inside the baseconfiglighting.Ini :NumHemisphereSamples=64
    Lightmaps : 1024 for walls, 512 for the floor, 64-128 for the props/asset
    Build time: 1h05 for the lighting on “high quality”

I wonder how to improve the lighting ? Tweaking the number of “ind light bounce”/NumSphere", remove the standard skyPhere with an HDRImap (ie : tutorial from Rag3DViz website)? Add StaticProjector + cardboard for the lighting/emissive cardboard ??

Thanks for your feedbacks!

PS: the screens are sharper/smooth in “play” mode.

http://tof.canardpc.com/preview/dca6a79e-c74c-4625-942b-86bfe38b5692.jpg
http://tof.canardpc.com/preview/273cf345-1f78-4c96-92d1-8fc1779e3b3e.jpg
http://tof.canardpc.com/preview/f917de6d-8a83-4886-a5ea-e21501ab40a1.jpg
http://tof.canardpc.com/preview/7d03a2e4-ffbf-461e-8a13-d2040cd11284.jpg

I think you could do better without even touching the baselightmass.ini.

You just have too much lighting in your scene imo. Use a HDRI skylight with a subtle directional light for the sun. That should be enough. Use the new lightmass portals and drop the spot lights :slight_smile:
Raise lighting quality a bit… try 4. See how it looks.

Also, use static lights!!!

I’m having fun doing tests. Both have the same lightmap resolutions, production setup, etc.

Mihanix version with .07 / 50 / 10 / 1.3 + baselightmass.ini changes (he said 4 hours to build)

def90a58d46a16fa04533d00645166942fe0255c.jpeg

4.11 with portals with .15 / 30 / 4 / 1 and default baselightmass.ini (26 mins to build on a single i7)

072f42fd2af56c22f096259c1b58030baf47379e.jpeg

Yeah that 26 minute bake looks just as good.

The new sequencer (matinee 2.0) is pretty dope too! Can’t wait to make the transition.

&stc=1&d=1451929309

Very nice work. How to make material curtains, if not secret?

That looks awesome :slight_smile: Can you tell the other values as well please :slight_smile: Is the NumHem Value the only value you tweak in the .ini? Also are you using a custom hdri or just the basic bp skysphere? How do you achieve the burned out windows in white? I dont want my hdri showing in the windows. Also would you use a big box reflection capture for the whole scene or multiple sphere reflection captures like in koolas lightroom. Other opinions welcome as well :slight_smile:

You can add an emissive plane out the windows that does not cast a shadow to get the bright white look.

Looks great! :slight_smile: Did you used one big box reflection capture or multiple sphere reflection capture… and what are your settings in skylight (intensity and indirect intensity)?

@feingeist88
Thx :slight_smile: !
Bellow enc. a JPEG with my parameters. I haven’t use “skylight” in this scene !
http://tof.canardpc.com/preview/c1044820-2b88-4d77-8bd0-503de64116e4.jpg

@
I’m trying to use an HDRImap in place of the standard skysphere. i’m going to see what i can get :slight_smile:

Your portal appears to be in the middle of the room. It’s supposed to cover each window area instead. Shape it like it would be an actual glass in the window’s frame! But without a skylight it’s not really useful I think.

Hi hearthlessphil !

I’ve thought the “lightportalmass” needs to be set like a “boxreflectionhemisphere”! I’ll put them in the windows frames ! Thanks for the tip.
FYI, I’ve setup the hdrimap in my scene (static) and add the famous “skylight” with SLS cubed option inside the room.
The scene seems to be brighter than before !
Question : do i need to completely remove the older skyphere from the scene ? Still there, i’ve only unchecked it in the “world outliner” (with 2 others postlights).

Thanks again for your support !
P.S : For fun, i’ve added white emissivecardboards in front of the windows (with photoshop) the results are far more realistics (for me)! I’ll upload a Jpeg if i’ve time.
For now, i’m in the hurry, i’ve to go work !