Lumen GI and Reflections feedback thread

It’s a bug, we are caching the materials in Lumen Scene and we didn’t implement the invalidation when a material parameter is changed yet. Hope to have for 5.0 release.

I could send you the entire project, since its a copy of one of my unfinished games that I copied over for testing purposes, but I would not want to post the link public, for obvious reasons.

This issue appears rather randomly, I cant properly replicate it, I dont know what causes it, if I had… I would have told you in my first post already, to not waste your time.

This isnt something I can just “rebuild” given that I dont even know what causes this, I tried to fiddle with materials, removed stuff, disabled things etc - all I can offer to you is the entire project. (I probably broke more than I fixed while trying to figure out whats broken, because I always thought “I made something dumb”… but then I checked the documentation again, and there isnt anything that my game does that goes against it, if anything its exactly how it should be - made up from smaller pieces.)

But its 14 GB, would take me a while to upload.

Thank you for your time.

I can replicate it, even with manually placed point lights, not just my automatically generated laser ones.

Point Light Settings:
UE5_Lumen_PointLightLength0

Result:

This is EA2, and the same Project from Post #48 that has the other Issues i made the videos about.

I think the “far end” of the light is due to the traces not going far enough, that makes sense, but the “near end”? that isnt lit uniformly either. (the light is a lot brighter at its actual location than it is on its “outsides”, which is clearly visible and shouldnt really be, given that it emits light uniformly along its entire length.

EDIT: Sizes of the “room”:

Length: 8000
Height: 800
Width: 800

Material: very basic non reflective stuff.

It isnt, it is built from seperate pieces as you can see in the highlighted meshes, the Lumen Scene is fine - at least it lights up as expected when a light is put near it.:

Lumen Scene - that looks what I would expect if a light is put near the wall, tested the “unlit” part with a seperate point light in image 2:


Lumen GI (here it is clearly visible that GI is not generated along the length of the light, but primarily around its physical location) One can also observe that the point light at the end generates GI properly, since it colors the wall green, but the long point light fails to do so.:


EDIT: If I am doing something “dumb” or plainly wrong, do not hesitate to tell me.

EDIT2: This might already be fixed in your “internal” branch of the engine though, so that would be EA3 for me probably - if you cant replicate it at all, I would be fine waiting for EA3 to give you an update. (on the point light issue)

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Created a new empty project and it seems to be working as expected there.
Edit: Even a new level is working fine, should have started with that…!

Trying to find the origin of this issue on this specific level.

I made a test project i’ll use as a comparison moving forward.

Sharing it here, there’s three elements : a Cornell box BP, a multi bounce test, an architectural mess i made in the moment !

gi.zip (3.9 MB)

https://drive.google.com/drive/folders/1_AUtqwgr8OFb_Xl0RkNVbgif_I5-XHyz?usp=sharing

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hi friends, i need help with this, i have problem with reflection lumen, mirror is black and ugly. how is solution the problem. thanks.

Do you have a test scene or can you make a simpler one with BSP shapes?

Set lumen reflection quality to 4, but even then it might not look too good. I hope there will be raytraced reflections and translucency added to lumen cause at least mirror objects and translucent objects might need better solution than lumen.

I also noticed something else that I cant really fix, which also happened with the old “SSGI” the engine used, which is:

  • A lot more Ambient Occlusion (and contrast)? especially on Trees/Leaves when Lumen is enabled.

Side by side comparison:


Changin AO/Contrast/Exposure etc. in the Post Process settings has no reasonable effect on this, at least not without other visual issue like things becoming too bright.

@Yaeko Masked materials are treated as opaque which cause massive overshadowing on masked foliage/grass.

Ok, but how do I fix this, given that everything I tried so far didnt do much.?

I would just flag the foliage so that it doesn’t affect distance field lighting. Doesn’t look great but it’s better than having a pitch black canopy.

If you need to add contrast to the canopy (which AO would usually provide) then the “old technique” was to just use vertex color for AO and multiply it in your material.

Hopefully this gets improved at some point.

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That indeed doesnt look nice, as you already said.

I mean its the lesser evil, but from the “light side” it looks like the tree doesnt belong there.

One other option (besides the material one) might be to replace the DF Mesh for the trees with a simplified one? idk if that would work, but would at least be very unpractical.

Would be really nice if something that has this much visual impact gets “fixed” - given that it doesnt matter how good your GI is if trees in all games now look “weird”.

Idk if that would work, but how about giving us the option to tell the engine how much a certain mesh should contribute to the DFL/DFAO, the trees probably would look just fine with .5 or .3 as a value here.

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Yep, I’ve been meaning to try this. My idea was essentially to have a second mesh and just cut out the alpha into geometry, then use that for the SDF generation. I feel like it could work but I’m not sure how well. One of the problems with foliage is that distance fields can’t move so you could end up with strange results once vertex animation is applied.

DFAO worked decently on trees in UE4, but I guess the same method can’t be applied with Lumen.

Has there been any talk of enhancing Lumen for emissive materials that blink or pulse? Adjusting the temporal weight with console commands is kind of a way around it but its messy.

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This is how the Lumen Scene looks on main (On latest version from today):

@iniside Is this a debug view issue or is the lighting actually broken?

@iniside Updated to latest master branch (“The local caching of Mirage …” 28a8d84) and i can’t reproduce this issue, have you tried to recompiling shaders?

Also we can use Indirect Lightning intensity now, not quite sure if it’s been enabled for a while but i just noticed it on directional light at least.

The Cornell Box from the demo scene i shared earlier is still broken compared to early access i’m afraid.

@MaximeDupart Just a suggestion but you may want to consider setting up fixed cameras so you can just flip through them. Would make it faster to do side by side comparisons rather than having to constantly adjust the cameras to try to match the view.

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The lighting is broken and it seems it is combination of Latest Main and Radeon Drivers.

Since it works on EA2.