If we play with “Cube” position (ie, moving it away from “Bloc”, even slightly), or its rotation on Z axis, the “leak” effect tends to change and/or disappear.
Could it be related to the increase in the amount/distance of Light that Bounces (better know as the Troutman Effect) in prod mode ?
That could explain why it appears only with the production settings.
baselightmass.ini
in prod quality settings :
NumIndirectPhotonsScale=8 -> NumIndirectPhotonsScale=4 and the leak effect is gone (same value than the one for “high” settings)
(then maybe the “NumImportanceSearchPhotonsScale” should be changed accordingly, from 3 back to 2 (same value than the one for “high” settings))
The problem is also fixed with NumIndirectPhotonPathsScale value set to 3 (instead of 2) … but if you move/scale the box the leak is back.
Confirmed.
only NumIndirectPhotonsScale=4 seems to solve this issue, even if the box is moved/scaled.
My guess is that it will become a reality soon enough. Epic is realizing their engine has a lot of potential outside the gaming world and they are adjusting. Have you watched the Unreal Engine Enterprise twitch stream? They talk about that. I think lots of new solutions has been developped for the Mclaren car customizer and soon we’ll see more and more improvement for architects, designers, etc! Exciting times!
so guys… i still dont get it. can somebody summarize please? we are using portals which came with 4.11 and anything addition to that in .ini file or not? everbody takes different approaches i guess… i just dont want to overkill and weeks of rendering lol… what is the “enough” settings for quality now?
Ini is for experienced users who want maximum control on every settings or access settings that are not in the editor interface. it’s not mandatory at all to mess with it.
Really interesting posts here. What about vxgi? Anyone tried it out? I have been considering it for archviz but my laptop has a Geoforce GTX 780m. Will vxgi still be compatible with the card or there will be issues with it or some features are missing? I don’t mind low frame rates since I can render it out as image sequences rather than record it. Or is there an advantage to using Lightmass over realtime GI?
Yes there are many advantages to lightmass.
Looks much better and alot less taxing on your system.
IndirectIrradiancePhotonDensity
IndirectPhotonSearchDistance
4.12 change this setting all scene distorted.help me please
Can someone please tell me how to or where to find lightmass portals? I thought maybe under volumes, but I do not see anything there.
I am using 4.12.1
Thanks
EDIT: I found it.
@asmithey You can find the Lightmass portal by searching at “Search Classes” or rolling down in “All Classes” category.
Somebody can help me… my lightmass portal does not make any difference at the scene.
Lightmass settings:
Static Lighting Leve Scale: 0.3
Bounces: 50
Indirect Quality: 3.0
Smoothness: 2.0
Have you tried turning up Global Illumination in your Post Process Volume? I’m not sure if it is the standard way to brighten things up for everyone but it seems to work wonders for me.
Try using the exposure.
Lighting will always be correct if you follow the physically based model. Your portal might also be a little wide. In my experience, I always try to make mine fit exactly inside a hole (yours has a bit of an overlap with the wall).
The first project. Render Time 2.30.46 (i7-3770 16Gb) (medium)
Does anyone have any experience with the mac/OS X version using lightmass portals? I can’t seem to get them to work.
Thanks,
hi. i have a serious question. does unreal actually support dual xeons? everyone assumes it does. ive build a dual 18 core machine, 72 threads in total, set the swarm for 72 threads, but the baking works always only on one cpu. the other one is idling. an unreal is not the only software that hve a problem with this. can somebody here give me a final answer? thanks
Unreal Engine does support dual Xeons and I don’t see a reason why it should not. I have Dual Intel Xeon E5-2680 V3 and they are working flawlessly. Refer to image below for both Xeons working at 100%.
http:///wp-content/uploads/2016/06/Xeons-working.jpg
my reason is right here:


Im also getting only 2.3GHz all core turbo. this cpu has 2.6GHz all core turbo. only unreal runs bellow that.
I only posted the image to clear your doubts regarding the full support of Dual Xeons in UE4. I highly recommend that you post your problem on ‘UE4 AnswerHub’ there you will get the full technical support. Just wondering though, why your CPU name is like - Genuine Intel(R) 0000 @2.20 GHz. Normally it shows the CPU model name.


