Lets make Lightmass EPIC (and understandable)

yes i basically put them inside of openings 2-3 cm ahead and 2-3 cm sides to cover everywhere

Greetings, whats your CPU? just interested how fast my i7 4770s would bake that.

5820K 3.30 GHz and 16GB Ram

Good to know, i really hope EPIC will optimize baking even more so slower cpu-s will bake better and fast cpu-s even faster even with Production settings. 4.11 already got optimizations, but now it is time for second round of optimizations.

im ok with current speed if they bring a actual proper GI… :confused:

Proper live GI is in my 1-st wanted in list too but as of now lightmass is only option and gives cinematic renders if map is static(Like UT that is baked). If EPIC can boost/optimize baking time even more then there is less waiting and or baking bigger detailed maps do not require so much memory like now.

Hi guys, quick question about the light portals, does it matter which way the orientation is? I couldn’t find any official documentation on this feature oO

Direction does not matter.

just to subscribe to this thread, I will need it :stuck_out_tongue:

The problem with AO or GI is (as far as I know) that it’s something that can not be applied during rendering because you need all the light information AFTER the scene has been rendered. Therefor it would almost need a second bake pass and probably double the time. I might be totally wrong here but that is what I have been told in the past or at least how I understood it. That’s the reason why games have static meshes with pre-baked AO maps. (You can bake AO at the same time as you bake Normals and unreal even has a dedicated slot in the material editor.)

I know it is easy to blame lightmass for bad shadows and slow render times. But unfortunately it is often a bad light map or extensive numbers in some of the settings. And for a quick look if everything is ok you should always use preview renders. They are a lot faster and give you a good idea of how the end result will look.

Hi Guys , ive been reading and applying all the setting in this thread for almost 2 weeks now :slight_smile: and i thank u all for all the experiments and setting u all shared , but i have a really annoying problem on my Interior project which basically lighted up by a skylight with an HDRI and with all the smooth settings in the lightmass and the ini file but still am getting dar corridors area , so is there a way to increase the photons bounce so it can reach at least inside these corridors and give a nice light day atmosphere ??? plz help
638f089f97a7ffab2cbcc1c23f1342ac610f8090.jpeg

i tried to increase num indirect lighting bounces , but i cant increase that more than 4 value , it just possible to change that by type 100 for example inside text field , is this correct way ?
thanks

you can type up to 10 in the text dialog. 10 is the maximum.

Hi All!

UE4Arch’s Unreal Engine 4 Lighting Workflow

Connecting the offers options Ue4Arch + Koola + forum and doing experiments, I noticed the best quality result has the next configuration:

preset “Medium“:
NumHemisphereSamples = 256 * NumHemisphereSamplesScale = 4 * Indirect Lighting Quality = 10
256410 = 10240 (NumHemisphereSamples)
25648 = 8192 (NumHemisphereSamples)

NumHemisphereSamples = 512 * NumHemisphereSamplesScale = 4 * Indirect Lighting Quality = 10
512410 = 20480 (NumHemisphereSamples)

preset “Production“ (use it)
NumHemisphereSamples = 16 * NumHemisphereSamplesScale = 32 * Indirect Lighting Quality = 8
16328 = 4096 (NumHemisphereSamples)
163210 = 5120 (NumHemisphereSamples)
16648 = 8192 (NumHemisphereSamples)
166410 = 10240 (NumHemisphereSamples)
161288 =16384 (NumHemisphereSamples)
1612810 = 20480 (NumHemisphereSamples)

You can change any multiplier, depending on the quality of the result.

BaseLightmass.ini:
[DevOptions.ImportanceTracing]
NumHemisphereSamples = 16 (default)

[DevOptions.PhotonMapping]
NumIrradianceCalculationPhotons = 4096 (Fixed)
DirectPhotonDensity = 1024 (experimental) It gives a more dense and detailed shadows in angles
DirectIrradiancePhotonDensity = 1024 (experimental) It gives a more dense and detailed shadows in angles
IndirectPhotonDensity = 24000 (12000)
IndirectIrradiancePhotonDensity = 8000
IndirectPhotonSearchDistance = 180 (180 - 240)

Production Quality:
[DevOptions.StaticLightingProductionQuality]
NumHemisphereSamplesScale = 64 (different for scenes)

Production Quality:
Static Lighting Level Scale = 0.1(0.15 little different, saves time)
Num Indirect Lighting Bounces = 100(max)
Indirect Lighting Quality = 8(10)
Indirect Lighting Smoothness = 1.0

For final build use “Production“ preset. It is important! “Production“ gives detailed soft shadows.
“Medium“ gives low quality checkered shadows.

Scene illuminated softbox together with “Directional Llight” and does not contain “Sky Light” because “Sky Light” has only one bounce light.
[Lighting = 2:40:55 hours]
L.Maps 512
CPU: 4930K
RAM: 32GB

My preset, Softbox together with “Directional Llight” 300 intensity to create a real difference between the brightest and the most bright spot. It will be actual to HDR monitor.
And does not contain “Sky Light”.

[Lighting = 13 hours]
L.Maps 256
CPU: 4930K
RAM: 32GB

Looks great man!

Great experiment. What do you think about lightmass portals? Lots of users think that there is no need to change .ini files after portals. I can’t have free time to compare them exactly.

,
thanks!

,
Аt this scene I didn’t use “lightmass portals”.
Maybe they can be useful in a scene with a large open world and quality interior. I dream of a Render farm)

Vray vs UE4

Light - Vraylight plane

c84b8cdf53e11180131a058f5e49d3f9b76f3bb5.jpeg

Light - Softbox

04fa9d9e5ce81cdbc57ba8f8a459fe6ee4808043.jpeg

What do you mean by softbox?