no, that would ruin the GI. the gray screenshots are in lighting only mode.
Great work jazvec! What settings are you using for exposure / autoexposure? I always get really dark results using skylight only…
exposure bias 0.2. everything else is default.
So autoexposure enabled I guess. How the scene looks without autoexposure? Did you use skylight only?
i used bounce cards.
does’nt work.
miss *uproject
theres an ArboriaFlat_v3.exe
its not an unreal project file.
yes but it’s the error i get ![]()
aah sorry. it doesn’t work couse i use a LAN for the project.
in the :/C dir now working perfectly ![]()
can u share your pretty settings?
thx so much!
ini settings:
NumHemisphereSamples=64
NumIrradianceCalculationPhotons=3000
DirectIrradiancePhotonDensity=1000
IndirectPhotonDensity=8000
IndirectIrradiancePhotonDensity=4000
IrradiancePhotonSearchConeAngle=2
world settings:
static lighting: 0.15
indirect bounces: 100
lighting quality: 5
lighting smoothness : 1.2
production quality
can I ask your building time? with a waaaaaaay lighter tweak of the .ini I’m reaching about 1 day of building time and I’m struggling to understand where I’m doing wrong! yeah I’m using 4.10 instead of 4.11 but it really shouldn’t be so long!
5820K@4.4GHz 3.30h.
i recommend you start using 4.11. it supports embree which means faster build times and also portals are very handy for this kind of work.
also turn off lightmap compression in world settings and dont use 4k lightmaps.
I have an Intel i7-3970X 3.5ghz with 32gb ram and I’m using the 4.10 because when I started working on my project 4.11 was still a preview and so I’m trying to finish it with 4.10
Basically I’m following all the threads here and in other forums about lights/lightmass/.ini files and-so-on, and I’ve tried to follow all the basic rules without exagerating (to say the truth my settings are way lower than all the setting I’ve read around):
World setting
Static lighting level scale: 0.3
Num indirect lighting bounces: 20
Indirect lighting quality: 10
Indirect lighting smoothness: 1
Lightmap compression: off
Medium quality building light
.ini setting (I’ve started from rafaeris ones and gone low)
NumIrradianceCalculationPhotons = 4096
NumHemisphereSamples = 64
IndirectPhotonDensity = 500
IndirectIrradiancePhotonDensity = 250
IndirectPhotonSearchDistance = 180
my lightmaps reach 2048 just for the floor and the ceiling (that are huge) 1024 just for some walls (really long ones) and then decades from 512 (for other walls and complicated items) to 64 (for bushes outdoor, really tiny/simple objects)
Looking to my project with this setting I wouldn’t say “it will take a lot” for the build, even just because I’m looking at your project, or at other projects, full of objects (which seem to be high quality ones), with way higher settings than mine, built in 3-5 hours (rafaeris’ last is built in 40-50 minutes!)
So that’s why I’m struggling: what am I doing so wrong? which is the huge mistake I’m missing?
While on the topic of "Let’s make Lightmass… understandable’ - Perhaps it’s worth clearly covering in the same topic, the stages of Lightmass’ build process (Emitting Photons, Collecting Photons, Processing Mappings, Exporting Results).
I see this thread being the largest source of information covering lightmass, so having someone describe what’s going on would be a good idea 
Hey guys, Im new in Unreal, I just download the example project in page1, I get this error “This project requires the Substance plugin”, I know what is this, but its necesary for the project?, I can open the project but when I press the build buttom, render never start… Any suggestion?, is Subsustance necesary?, I can skip any object in the project to delete subsustance initial message?..
Thanks in advance…
Nice thought Sythen. I was also thinking something similar in approach but different in sense of its implication like - It would be nice if we can see the Photon Gathering/Importance Sampling while Light Build (Like Vray Irradiance Samples or any other common renderer out in the market), that will give tremendous visual information for actual working of Lightmass and will eventually help in understanding and manipulating settings in Baselightmass somewhat easy. 4.11 is far more better then any previous Engine versions but still I feel like it lack basic tools for refining or finding bugs while light building, especially when it comes to tweaking Lightmass settings (Lightmass settings available in Engine UI are painfully simple). As I have reiterated many times before that simple settings of Lightmass are perfect for quick setup but may become major hindrance when it comes to adjusting or manipulating it for realistic light build, Ultimately there is no other option but to jump in BaseLightmass for Final Built. Portals made a major impact for small scenes now, simply putting it solves 90% of the bugs but for complex scenes we still require some kind of editing in BaseLightmass to get that super clean look.
It would be nice if we can see some more features in Engine UI itself regarding Lightmass, More detailed settings related to Photon Density, Irradiance Samples, Irradiance Radius and so on with ample explanations in Engine Docs for Noobs like me and not only for hardcore programmers out there (I think Engine Help Documents need serious update regarding the Lightmass Settings and Portal help).
Lighting Quality presets are really helpful but If we can get something similar for Lightmass settings also like - Expert Mode or Advanced Mode - Giving users enough settings to fully control the behavior and intricacies involved.
Here’s the thing you shouldn’t have to get that deep into tweaking to get good results! The render engine needs to be easier to use not harder, I’m no expert but I have used many engines and this is the most difficult to get right. In the real world of paying jobs in Architecture you don’t usually have days to tweak lightmass settings, for video game makers it’s different those are usually long term projects. I don’t know why we don’t have something like “samples” which seems to be standard nomenclature for render engines - e.g. turn up the samples and get better quality (longer render times too!).
Hi all !
I found a case that I can’t manage to fix :
a simple room lit by a point light with a window and a cube on the outside.
After baking, there is a huge light bounce between the outer wall and the cube :
Here’s the scene if someone want to take a look : Dropbox - Lightmass_Leak.7z - Simplify your life
I Just rebuild the lighting on your level for testing and there are no light leaks what so ever, even I am not able to replicate the error.
Thank for the test.
This is really weird, I just see I don’t have this problem with high/medium/preview setting, just with production setting.
I confirm the leak in v 4.11.2, and only with production settings