Lets make Lightmass EPIC (and understandable)

Does the lighting look alright to you on Android? - Because the message might just be a false positive. You can turn it off with a console command: DISABLEALLSCREENMESSAGES

oh no. looks bad. From my attempts only 2 outcomes have shown themselves.
1: Renders the interior but theres dots everywhere like if Brute Force is ON. Can never get it to look better.
2:The whole scene is BLACK like if I have no Lighting at all.

Both do show the Build Lighting message.

Have you tried the standard CPU light mass? Games that won awards for their beautiful levels have been shipped built with it.

At least you would know if it is caused by GPUlightmass or if it is something else. Another test would be to reset all lighting settings to default and see how that goes.

Oh yeah.. CPULightmass works great.Ports over just fine. I do the very exact steps but using gpulightmass and it just doesnt work. Even played around with the mobile settings section. ticking on and off items to see if i can find the culprit. but nothing has worked. Wondering if anyone has had any success themselves or is this a known bug?

Hello!

I am one of those who continue to use static lighting.

In my case, I’m working on a VR game where the player is shrunk to a size of 8 cm and explores an entire house as if in an open-world environment.
I will release an update, so I post now.

Here are the results I was able to achieve:









Here my DefaultLightmass.ini :

[DevOptions.IrradianceCache]
RecordRadiusScale=0.8

[DevOptions.StaticShadows]
NumShadowRays=12
NumPenumbraShadowRays=12

[DevOptions.ImportanceTracing]
NumHemisphereSamples=64

[DevOptions.PhotonMapping]
DirectPhotonDensity=1200
DirectIrradiancePhotonDensity=1200
IndirectPhotonPathDensity=5

IndirectPhotonDensity=1200
IndirectIrradiancePhotonDensity=600

NumIrradianceCalculationPhotons=800
IndirectPhotonSearchDistance=400

DirectPhotonSearchDistance=300

World Settings:

StaticLightingLevelScale=0.2
NumIndirectLightingBounces=20
NumSkyLightingBounces=5
IndirectLightingQuality=5
IndirectLightingSmoothness=0.75

Because the player is very small, I use high resolution light maps.

The full scene takes 9 hours to bake with three computers:

  • AMD Ryzen 9 7950X 16-Core Processor
  • AMD Ryzen 7 2700X Eight-Core Processor
  • AMD Threadripper 1950X 32-Core Processor

As you can see the light is far from perfect there is a lot of light leaks between the mehes that I can hardly correct, but overall, I’m quite happy with the result.
This kind of scene uses a lot of indirect light from many sources, which doesn’t render as well with Lumen and uses a lot of resources.
I still believe static lighting is the best option for both optimization and quality when dynamic lighting isn’t necessary.

I find it unfortunate that static lighting is increasingly rejected.
This topic helped me a lot and I hope this post can help and motivate other people.

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