Lets make Lightmass EPIC (and understandable)

I still get that error on 4.19.2 :frowning:

I guess it has yet to be fixed…

I have the same problem. :frowning:

how do I solve it, thanks in advance

Hello everyone, I have a question please … I read a lot of tutorials on for interior architectural visualization you have to set the static lighting level scal to 0.1 and the indirect lighting quality to 10, but is there no access to these two parameters using the GPULIGHTMASS … do I have to switch to light mass CPu to be able to change these are two parameters? … and in the new version of gpulightmass on 4.26 is there access to these two parameters?

Reading through the first part of the GPU lightmass threat I am guessing that it might not use those values. However - You can set those values in the world properties of your level. Better to change it there so you can have different settings in different levels.

I’m getting pretty good results with standard lightmass and settings increased to 0.6 and 2 and increasing the bounces to 5 or 6. Building a map with default values in standard lightmass production mode should give you 90% or more of the quality you would get by increasing the values. Those mentioned values are actually quite extreme and will make your lighting build time extremely long. We are talking more than 10 times longer.

I recommend you start with less extreme values, like 0.75 and 1.5 instead of 0.1 and 10. If you run into problems then slightly increase the values further. Should that not improve the quality then check your lightmaps. Most of the time bad quality is caused by bad light maps and not by those values. - Although increasing them makes sense for archviz. Just maybe not 900%,

missed this thread! Have a question for you guys. Does GPULightmass baked maps work when packaging to Android? I tried lots of attempts and no success. I always get “Rebuild Light” message. Is it a known fact that gpulightmass does not work for packaging to android?

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.