I’d also like to know if there’s an official settings fix coming - or even if had time to confirm some workaround numbers that won’t cause other artifacts?
Thanks for sharing, can you reupload again please? thanks
Hi guys. what is the final version of lightmass multi bounced sky lighting? I can’t find any link for the current version or 4.20 or 4.19
Is this built into the engine yet?
It’s been in the engine since 4.18 What's New | Unreal Engine 5.3 Documentation
GoogleDrive
https://docs.google.com/uc?id=0B3wYK…xport=download
Dropbox
https://www.dropbox.com/s/0ljra2l3h0…dNaji.zip?dl=0
Microsoft OneDrive
https://1drv.ms/u/s!Ar7INFDcXdscgnWMCXW4AKFmf0Sa
Mediafire
http://www.mediafire.com/download/9x…arshidNaji.zip
He everyone!
I’m using 4.23.1 and I try to build project with CPU (lightmass: mulit-bounced sky light, bUseFilteredCubemapForSkylight=false). But Building time going very slowly (has gone over 10 hours and still 0%)
And I want to ask “is this normal?” or I did something wrong.
Please help me.
Thanks
Hi!
Your settings are very high so could be normal… depends on the size of your scene… lightmap reolutions…
…maybe you could check in swarm if anything is happening!
10 Sky Light bounces is a little extreme and is likely where your time baking has been spent. It is non-distributable, and I believe done on a single core, and scales exponentially with each bounce you set. Sky lighting and emissives are generally not the brightest thing in your scene, so naturally their bounces are less noticeable.
10 Sky Light bounces is a little extreme and is likely where your time baking has been spent. It is non-distributable, and I believe done on a single core, and scales exponentially with each bounce you set. Sky lighting and emissives are generally not the brightest thing in your scene, so naturally their bounces are less noticeable.
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I’m sorry but number of bounces don’t effect the lighitng calculation time!!
Forget about CPU Lightmass and better switch here for GPU Lightmass:
https://forums.unrealengine.com/development-discussion/rendering/1460002--s-gpulightmass
10 Sky Light bounces is a little extreme and is likely where your time baking has been spent. It is non-distributable, and I believe done on a single core, and scales exponentially with each bounce you set. Sky lighting and emissives are generally not the brightest thing in your scene, so naturally their bounces are less noticeable.
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Hi
With your help, I have now built it faster. Thank you very much!
But now I have a problem with CPU because I can’t make seems quality as GPU, do you have any suggestion on how i can improve this?
You can waste time tweaking CPU lightmass to get slightly better results with significantly longer rendertime, but still quality which is quite inferior to GPU lightmass. CPU lightmass uses irradiance caching and photon mapping while GPU lightmass uses path tracing. There is a reason no commercial renderers these days use ancient techniques like IC and Photon Mapping, at least not by default. It produces inferior results and takes longer. Unfortunately, CPU lightmass is now literally almost decade behind technology level adequate to today.
Those “light bleeds” are usually coming form “defected” meshes: usually normals are flipped… you can try to uncheck use “tangents and binormals” in the mesh’s properties or if it’s 3ds max use an xfrom modifier on those meshes and re-import them, it should solve that problem!
Hi, I had downloaded the lightmass exe file, change it in the directory and new can’t to start build because the lightmass can’t find an entrance point. do you know what the problem is? Thank you