Lets make Lightmass EPIC (and understandable)

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.

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.