Me wants to know too please :>
It is connected to Num indirect lighting bounces in world settings.
Thank you!
i have the same error, any one please help me, tks a lot!!
Hey - Using this at the moment with a basic scene, I have 3 slaves working away along side my machine, the settings are .3 for level scale 5 bounces, 5 quality and .75 smoothness, building on high. I have no idea how people are getting 15 minute build times, been going for just under an hour now and still only 70% way there, Am I just expecting too much ahah?
Looking forward to seeing the results! I will Post the result as well
Hey,
how do you get shadows with only the sunlight and its turned off at affects world? When i do this in an other scene i dont get any shadows at all… ? And yes i have sky sphere and an sky light in the scene too.
An other question is the exe working in 4.16 right ? i have a some problmes with getting nice light in 4.16 and i use the 4.16 .exe.
Thanks
4.16.2
I confirm much faster baking times, cleaner results overall, more pleasant light falloff, different bleeding. Also confirm problematic areas like pointed by rafareis123.
But it’s much better than the standard!
Thank you
Used this on a HUGE project and the results were fantastic. Massive increase in quality - particularly from static meshes with emissive materials (unsure if this is to be expected?)
Keep up the great work
Actually it is unexpected lol
After some investigation, I found that FStaticLightingSystem::CalculateExitantRadiance used by my implementation also takes emissive into account - which is great, because emissive got only one bounce before, just like skylights.
Edit: unfortunately the emissive is calculated in a wrong way which makes it much brighter that it should be…
Yes - I have had to turn these way down. It actually creates a slight issue in that my scene gained far too much ambient light, and not enough direct, so I have lost my nice washed lighting effect on some walls…! But gains outweigh this overall.
I second that. emissive got better bake. It was very subtle before but with this exe it got nice and good looking. Great job, !
Do EPIC plan to update stock Unreallightmass.exe renderer with this fix made by comunity’s smart member Loushuang?
Why are they waiting for ? It is already tested and in use in production by many of us.
The answer is simple lol, Laziness, and they only want to seem to focus on VR these days
Fabulous work ! Looking forward to a native integration.
thanks Loushuang !
Hi and thanks for the amazing work, this is phenomenal.
Quick questions tho:
1-Would this work with a custom version of the engine? Let’s say we have a modified version of 4.14.3.
2-How would I go about implementing this in 4.14.3 if at all possible?
Thanks man
Same here. Having the same problem. Helpp
This scene has a very low Static Lighting Level Scale, which helps us get more details, but can actually make things worse under lower quality.
Any chance for Mac version?
Figured out the problem. So i should just leave the baselightmass.ini untouched