SciFiHallway with my config.

SciFiHallway with my config.

Hi, I’m using latest ue4 4.15, are the lightmass portals working, they don’t seem to be contributing to me scene.
Epic Games Japan hold a workshop with a focus on Lightmass named “Lightmass Deep Dive” last year. A Japanese architectural artist, Kenichi Makaya, created Casa Barragan on UE4. And he gave a presentation about making of the scene with Lightmass. Our translators translated the slides for the presentations to English. Actually the presentations were based on 4.13, so some of the information might be somewhat out of date. But I believe their concepts and knowledge of their workflow are very useful and interesting.
Practical usage of Lightmass in Architectural Visualization
CASA BARRAGAN Unreal Engine4
watch?v=Y7r28nO4iDU&feature=youtu.be
SlideShare
This presentation is based on “Only One Bounced Sky Lighting”. Many Japanese artists are looking forward to officially support to multi bounced sky lighting like this thread: “Lightmass: multi-bounced sky lighting”
We posted another presentation about Lightmass on this thread.
Lightmass Deep Dive Presentations
Unfortunately most of your links are broken!
Oh, Sorry. I modified it.
Awesome, thanks!
Future is bright with the help of multi-bounce.
I was bit late to the party going on here -
Download the @Luoshuang’s custom UnrealLightmass.exe from the first post of above mentioned thread and replace it in - “*\Epic Games\UE_4.15\Engine\Binaries\Win64” with the Original One (Always keep the backup of original UnrealLightmass.exe)
Desperately waiting for @ (I’m planning to reuse the rays from the first bounce for subsequent bounces, so that multiple bounces effectively don’t cost extra, which is an artist expectation with Lightmass at this point) to implement this ‘awesomeness’ ASAP in Engine by default.
Here are my tests -
http:///wp-content/uploads/2017/04/Comparison_02_Rag3dviz.jpg
http:///wp-content/uploads/2017/04/Comparison_01_Rag3dviz.jpg
http:///wp-content/uploads/2017/04/Comparison_03_Rag3dviz.jpg
Differences due to extra bounces are clearly evident from side by side comparison.
Unreal Engine Project (4.15) for the above test scene - Dropbox .
Will be doing some more tests soon with complex projects.
How about the render time? Have you noticed any difference?
Render time was slightly more on the custom exe due to my mistake of not lowering the bounces. Will be doing some more tests with proper settings soon.
I’m getting a strange effect where a few surfaces are showing as though they are emissive, such as the door pictured. Has anyone had similar problems? The lightmap UV’s/resolution is fine. Also:
The base UV’s were wrong (not the lightmap UV’s). I don’t know why this matters but it did.

EDIT - Its also brightening the materials of the touch controllers in the vr editor
So ive spent the last couple days sifting through all this and all i can say is holy shnacks, you’ve helped massively and i appreciate all the tests you have all done.
But after following this thread ive come across a new issue- i built my scene in production overnight (took a good 1h45m - looking back at the logs) i didnt have any light portals in and i just have a simple set up of a sky light + HDRI + Directional Light and that is it, my Light Uv’s are perfectly fine and there all at appropriate sizes. the issue i got was this
there is no emmisive materials on anything and my light settings are, Skylight Intensity - 1.5 Directional - 15 - min exposure .5 max exposure 1.5
i have the same toolbox on the other side of the room higher than the one shown and that one has correct shading and correctly lit.
I have no idea what the issue is here
i also have my lightmas important box around the scene.
any help would be more than appreciated
The news I have been waiting from Day one when I switched to the Unreal Engine
- Vray for Unreal Engine 4
woow great news , looking forward it .
Yea but if they don’t implement lightmaps baking, it’s useless… it’s just an offline renderer inside a game editor. Might save the trouble of using 2 different software to make stills and movies but it won’t allow us to make more realistic playable scenes.
Life without lightmass is really poor ![]()
Hi guys ! Please help in my test. Why can you see the standart material in reflection, not chromium ? How to invisible DirectionalLight in reflection ? 

The UV-less line is more interesting than bypassing lightmass (IMO).
what ZacD?