Lets make Lightmass EPIC (and understandable)

yeah really weird,

Any help would be greatly appreciated!

It’s because you have no materials on your brushes !!! And even with a material, the resolution of the lightmap of a brush (vs static mesh) cannot be good enough for detailed shadows.

I’ve been reading this thread for the last couple hours and what’s boggling my mind is whether we still should use modified *.ini values or not (while using 4.11).

And just to clarify, when I’m changing the values should I refer to a specific setting (medium/high etc) or should I change any global settings ? The only thing I’ve been playing with was (…)HemisphereScale set to 256 for a particular quality setting (in my case medium). I’d appreciate anyone enlightening me on this topic.

If you take good care while modelling, then you don’t need to tweak ini values in 4.11. But, in very rare case for very large environments to remove few artifacts you may have to fiddle with ini values

With regard to changing values in ini, Yes, you need to change the corresponding settings i.e., if you are using Medium quality for light building, you need to change values under Medium settings in ini

ue4arch is down D: just when I was going to try out those ini settings.

edit: it’s back now

I get safety warnings no matter what browser i try to access the ue4arch forum from.

I tried to bake a 4600 objects scene. Quite an adventure lol!

Hi, I’ve been doing some tests with 4.11, and unfortunately I’m getting some weird stuff in my results, I wouldn’t say they’re light leaks so far, but they’re anomalies in the lighting nertheless.

As you can see, the shadows suddenly ‘choke’ in some spots near the edges.

I’m using the medium preset.
These are my lightmass settings:


And the .ini changes are only these:
NumHemisphereSamples=64
IndirectPhotonDensity=2000
IndirectIrradiancePhotonDensity=1000
IndirectPhotonSearchDistance=180
RecordRadiusScale = 0.12

Besides the artificial lights that were already in the scene, the only change I made was swapping the skylight with a directional light that shines diagonally down into the opening.
Also, adding a portal to the opening where light shines in from changed nothing, apart from making the baking time 3x longer :0

Also, the shadows are kinda… weird? At every corner they are there, looking like outlines, making the scene look cartoonish, it definitely doesnt look like something I would get from a vray render, for instance. Is there a way to fix this?

It’s probably the AO from the post process volume, turn it off.

No luck with that :confused:
How about the other issue? I can overlook the last one, but that one might be a real problem in the future

Do your walls have thickness like 6" thick with polys on both sides and do they overlap the ceiling (also with thickness)?

This scene isn’t mine, it’s one of 's, he used it in the first few pages of this thread. Though the walls are one-sided planes, there are ones on the outside too, so I don’t know if that counts as having thickness. But they don’t overlap with the ceiling.

Did you try a high lightmap rez like 1024 or 2048?

You are supposed to reduce the smoothness if you raise the quality (especially to 10) not raise it. Try with .75 smoothness.

I set the lightmaps to 1024 resolution and tried reducing the smoothness with no luck.

Here’s some more spots where that happens

0ER27IK.png

Maybe I would try to use the default ini settings and the default prod quality… instead of using medium preset with a custom ini. I have no problem with with 4.11 with default ini and prod.

Hmm, that reduced the problem a bit, but it’s still there in some places. Well, I think I’m done filling up this page with my issue, I’ll keep experimenting here, thanks for the help y’all :slight_smile:

Am I the only one who is not having proper quality with portals?

Portals help but they really need more controls, at the moment they don’t even appear to have any directionality.

hi,

i have this really strange problem here.

this is how my scene looks like:


i added few more lights under the benches, everything is exactly the same and all my lights are static. but this is the result:


what could be wrong with this? the yellow light doesnt produce any GI all of sudden and the whole scene is very dark and low quality.