Coming in 4.18:
Change 3618408 by
Lightmass skylight solver improvements
- Lightmass uses a filtered cubemap to represent the skylight instead of a 3rd order Spherical Harmonic. Directionality in shadowed areas is improved. Mip level is chosen based on the ray differential for anti-aliasing.
- Multiple skylight and emissive bounces are now supported with a radiosity solver, controlled by NumSkyLightingBounces in Lightmass WorldSettings. More bounces results in longer build times, and the radiosity time is not distributable.
- The mapping surface cache is now rasterized with supersampling, reduces incorrect darkness in corners
- Combined direct lighting, photon irradiance, skylight radiosity and diffuse in the mapping surface cache so final gather rays only have to do one memory fetch, speeds up lighting builds by 7%.
- Added support for Embree packet tracing although no solver algorithms use it yet
Change 3618413 by
Swarm hands out the most expensive tasks in roughly a round robin ordering among distribution agents. Lightmass processing of a single task is multithreaded, so ideally the most expensive tasks are evenly distributed among active agents. This has the biggest impact in small scenes with 10’s of high resolution lightmaps, and with a distribution farm. Build time in one scene went from to 113s -> 47s.