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Loushuang GPU Lightmass Vs Built in Lightmass

is there is a Big Difference between Loushuang GPU Lightmass and Built in Unreal Engine GPU Lightmass !!?

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Im asking so because Loushang isnt Consistent when Baking, after Exporting using Unreal Datasmith ( which Actually works Perfectly) i get Lightmass Bake Error as a Result of Mesh Problems so ill have to check which Mesh have Problem and to Either Replace it with another One Or Trying to Fix it in Main Software ( 3DS Max )

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So if you have a Big Project, that Try & Error would lead to no Where Especially if the Design is Approved Already so Actually u cant change any Block / Mesh that u used inside 3DS Max

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But in case of Built in Lightmass it never crashes so its simply Whats get Imported is what is Baked Successfuly without any errors or Crashes.

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So what do u think !!?