Looks like a bug in the translucency lighting shader to me, probably easy to fix. I won’t be back at work for a while though.
Sorry to hijack this thread, but it been days I’d like to try out this whole new workflow, unfortunately I’m unable to use swarm,
Any help would be greatly appreciated.
@, you might even have insight info on why this isn’t working as expected?
Cheers
Recently, I’ve been preparing my new Marketplace package, and made a lot of tests with lights, lightmass setup. Here are some of my latest results with UE 4.11. I’m happy with the quality I got in ~2min. Huge difference in light building times comparing to previous UE versions. The scene is pretty much random, but I wanted it to have a lot of geometry (those orbs objects are ~100k tris). Fun fact: Light portals don’t reduce light building times for me. It takes even longer, when I used them.
Great thread btw!
Portals are supposed to increase the build time, because it tells lightmass where to fire more photons. But with portals you get higher quality bakes without having to crank up the settings, so you are saving time that way.
Hey!
This is my first post on UE4 forum! This thread is fantastic, than you so much for investigating and sharing the process. I have 8 years experience of working with V-Ray and only now I can say I understand how samples work and how to optimize settings for good results fast. Now I got into UE4 and it feels like the whole process of learning I need to start again for Lightmass, so it’s so great to have this thread, it’s so much faster to grasp the concept of it!
Kudos to for starting the thread, for all the hard work in the implementations of new solutions and for the great guide with examples.
I want to share with you some of my tests too. I started my own project in UE4 and here are the results so far (I spent a day figuring out the Lightmass)
Here are my settings:
UE 4.10.2
Light Quality: Production
Static Lighting Level Scale: 0.5
Num Indirect Lighting Bounces: 20
Indirect Lighting Quality: 10
Indirect Lighting Smoothness: 1.0
No compression on Lightmaps
Packed Light and Shadow Map Texture Size: 2048
BaseLightmass.ini with default settings
for skylight texture I used Pether Guthrie HDRI
Some shadows are looking pretty OK - like the one from kitchen unit, but the further the light needs to travel the more splotches. Also I get quite significant differences in color between walls and ceilings. I guess now it’s time to tweak BaseLightmass.ini to get rid of the splotches
Ok, my bad. I misunderstood it. I thought light portals use the same number of photons (not fire extra ones), and you just tell where you want them to focus more. Thanks
I’d suggest downloading 4.11 and putting in portals before messing with the .ini settings.
The new version (4.11) is too good to pass up! Now it’s easier, faster and more efficient.
I did download it, but something happened to my scene. I recreated my project in 4.11 and it just didn’t work. After calculating Lightmass everything was looking wrong - I don’t know yet why, I must have forgot about something, or settings are different from 4.10 and I need to adjust/change something to get correct result.
for now, further tests with 4.10:
Light Quality: Medium
Static Lighting Level Scale: 0.2
Num Indirect Lighting Bounces: 20
Indirect Lighting Quality: 10
Indirect Lighting Smoothness: 1.0
BaseLightmass.ini
NumHemisphereSamples = 256
Texture size for walls and floors: 512
Rendering Time: 2.5h
And now question, how to get rid of this artifact? It happens on most points where walls connect with ceilings. It is adjusting the texture size?
And by the way, how to get better AA quality from Highres Screenshot? A screengrab from viewport looks like that (nevermind DOF):
It usually happens this to me when I use a low lightmap dimension, the only fix I found is to increase it.
For the screenshot I heard that it’s a known bug, the AA doesn’t work with the screenshot tool.
I think it’s more because temporal AA is a AA method that takes a couple frames to ‘‘respond’’. Look around in your scene and stop, you’ll see it when the temporal AA kicks in! Apparently that doesn’t work very well with a screenshot because it takes only a single frame!
But hopefully that’s just a bug and it will get fixed!
You can always export 2-4 times higher resolution and downsize it in Photoshop. It helps to get rid of most jagged edges.
Yea, unfortunately I’m having problems with lighting in complexes scenes on 4.11
The portals are great, but the overall indirect lighting from skylight it’s too dark in some corners and the shadows aren’t so sharpen anymore. Also the artificial lights produces more light/shadows leaks than 4.10, even with a high indirect photons.
I have to make more tests or wait for the final release, because I couldn’t achieve a perfect result from my old scenes
I’ve never used software filled with so many bugs and malfunctions in all my life…
Try making a AA Pc game with Unity; you’ll love it.
If you think lightmass is buggy, I’m sure you’ll love Enlighten in Unity 5.
I actually think whoever works on the lighting side of things does a pretty good job, I’m just irritated that i made a almost finished level, after opening it in the 4.11 preview 2 it doesn’t want to package the project anymore. The reason why is extremely unclear too.
Well, it is a preview release, they typically have dozens of bugs, I wouldn’t expect a preview build of the engine to work with no flaws.
A preview is usually just adding to an older version, i doubt the packaging project malfunctions will be solved. Time to spend all day tomorrow, re-importing every single .fbx file into a brand new unlit un textures scene because of a stupid error that should have been dealt with long ago…
UE4.11 preview releases are expected to be full of problems and not intended to be used to create important projects. Epic had stated that clearly in the Announcement section. But to be honest, I’m tempting to port all of my projects over to UE4.11 since the lighting build time is so fast