Lets make Lightmass EPIC (and understandable)

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 !

Only use 1 reflection capture for now, the box or the sphere!
Have only 1 skylight. Play with it’s intensity. If I don’t have a dir light I’ll put the intensity between 3 and 8. (static)
Use a directional light only if you really want your scene to be sunny! (if you use a dir light you can lower the skylight intensity to 1)
Portals can raise build time but also increase the quality of the G.I (just don’t use too many) You could use 3 total maybe.

Try to bake it to see how it looks. Start with preview setting and low lightmass quality setting just to see how bright it is. All the nice shadows are going to appear after your final production build.

How are you able to light the areas which aren’t facing the light source with only a sky light?
For example, on the bedroom image - how are you able to light the walls,floor, ceiling parts that are close to the window?
When i use only a skylight in my scene all walls to the side of my window are completely dark even with high indirect lighting and an otherwise well lit room.

I think it’s mainly because of the new portals! Have you tried em?

This is with light-portals.

I figured a solution, there was a peculiar issue with a reflection capture. I added more lights, later deleted them - then updated and moved a reflection sphere and then correct indirect lighting seemed to come to life. Now all walls are receiving satisfactory light with only a skylight in the scene. I wonder if it was a bug or due to my scene (now in 4.11) being imported from an older version.

Done in 4.11 Preview. Skylight Only. How would you guys continue and tweak with lighting? I changed the intensity of sky light. Dunno if that is smart :-/




1979c832782510efa2ebe8cb1d83aae94fc92c70.jpeg

Try skylight above 20 I’m using skylight brightness of 60 in my current scene (it goes above 20 if you type in the number)
also play around with your reflection capture, start with only 1 to try and get some light to bounce towards walls next to the windows for example, i needed an influence radius of over 2000 for this to happen in my scene.

Do you mean a sphere reflection capture with a high influence radius?

Yes. I was getting same results as you in my scene, until i messed around with a single sphere RC, and boosted the skylight. I’m also using specified cube map.
Use lightmass portals in windows too if you’re not already.

4.11 preview indeed had bug with the atmospheric fog so without it the skylight basically won’t cast any GI. current situation I think u need to hooked up a HDRI into the skylight then will be working just fine.
Just noticed that your lightmass is black and intensity is 0 well it work with previous version.
in this 4.11 you need to have intensity into for GI and dont use black.

Question about the new “lightmassportal” :
Where do you set it : inside/outside/in/ the frame of yours windows ? Is there an impact over the scene ?

However, in my scene, with the lightmassportal + good hdrimap( on sls cubed), i can rid of “directionnal light” and spotlight (thx to @ for the tip).
I’ve to push Forward the study on another scene (an interior with less windows) to see how it works.

With lightportal, treat it like a box that acts as a window frame. It doesn’t have to be completely accurate - just needs to be 1mm bigger than the glass in your window for example.

The portal just needs to be a bit bigger than the hole like Mentholblue said. That’s what I learned on stream the other day.

e51f8b8751726e687ec79668b69e147b1021f14f.jpeg

It’s weird that there is no orientation to the portal tho, in vray there was an orientation indicator. You had to have the portal aim inside the house!

This is in vray :

cc8d82600b0d811e18d015cd611f726dc77830b9.jpeg

Great post !
@ I know it’s not the right place but since we have access to a developer here, i would like to ask to you if it’s possible to do something for a good glass shader.
Actually we have to trade for reflections or transparent shadowing … or use the technique here : Glass transluency shadow vs Specularity - Rendering - Epic Developer Community Forums
Having scene with great lighting is good but glass object who look fake kill the coolness :frowning:

Just tested the Lightmass portals & hdr-sky with Koola’s Lightroom project.

One big lesson for me (not a surprise to the pro’s I guess): just like a photographer needs tricks (bounce cards, extra lights, moving furniture in some shots etc) to achieve stunning results, you (might) need them in Unreal as well. Due to the design of the room, dimensions / position of windows etc, some corners or parts will turn out dark. Only by using a trick (adding a light, bounce cards) a photographer in real life will be able to fix that and I think so must we in Unreal.

On portal placement, is correct, it just needs to cover the opening. When lightmass is gathering lighting from any point in the scene, it will take extra samples in the direction of portals. This makes a huge difference on skylight quality in caves / indoors because otherwise the chance that a sample would find that tiny bright opening is very small, which translates to splotchy artifacts. Portals also affect indirect lighting from other sources but those tend to be pretty good quality due to use of photons so the difference is not noticeable.

It doesn’t matter which way the portal is facing. I’m guessing vray does that as an optimization, then Lightmass would only do extra lighting samples on one side of the portal. I didn’t think that was worth the extra complexity.