Lightmass: multi-bounced sky lighting

Thanks for the response ZacD!

Every time I see another picture comparison it’s like “Hello, gorgeous.”

Hey ,
have you seen this presentation?
https://www.slideshare.net/EpicGamesJapan/practical-usage-of-lightmass-in-architectural-visualization-ue4-lightmass-deep-dive

How relevant is it after the multi bounce lighting fix? They also identified the issue of the skylight, so they are suggesting to use bounce cards like koola did. Of course with your fix this is no longer necessary. But what about the other suggestions in the presentation?

Hi,
Could you please point out on which page is the other suggestion?

Specifically slides 189. I’m also wondering if slides 222 and 223 still hold true after your changes.

The shadow settings on 189 affects only direct area shadows for point, spot and directional lights, not skylight. For 222 and 223 they should still hold.

pretty good work
this surely going to help with a better light propagation through enviroments, i will do a test soon I as I can

That’s what I’m working on secretly - GPULightmass. Basing on CUDA makes GPULightmass limited to NV cards, but since it is only used in content creation pipeline, I think that won’t be a big issue.

it is available for UE4 15.1 ?

UnrealLightmass.exe is pretty separate from the editor, it should still work even after updates like 15.1

Oh ok, thanks.

Just last things :

What the difference between the initial setting " Num indirec lighting bounces" and this UnrealLighmass.exe ?

It’s just a better management of bounces ?

Thank you for your research . It’s so great that the community and Epic work together to push the boundaries of the engine. I really hope they implement this feature in the future builds, along with some little improvements.
Will do a couple of testing with this :).

The num indirect lighting bounces only affected the direct lighting, not the ambient skylight.

Comparing Engine Default Lightmass setting, edited BaseLightmass.ini and modded UnrealLightmass.exe:

Editor Indirect Lighting Quality=4.0

Rdited BaseLightmass.ini

Modded UnrealLightmass.exe

Great diffuse and bounce light, making smoother skylight bleed into the scene. Good work TS!

Oooh, is there any version we can test?

Epic need to implement this, it fixes my splodge problem that was taking very high settings to remove before.

This is fantastic, seems to make enormous improvements! I’m just wondering, do you have a Pull Request submitted for this? I know says he’d like to implement it at some stage in the future - but for those of us in the meantime, it would be nice to bring this change into our local builds (can always diff the branches if not).

Look very good, but the edit .ini files have a better quality.
the Modded UnrealLightmass.exe show error in the ceiling over the lamp and a general low AA…

whats with the ugly black hard edges at every corner that i am seeing in a lot of these screenshots?

That looks like Ambient Occlusion to me. IMO the extra bounces from the skylight actually seem to massively reduce it’s effect.