yeah, But to understand the minimum size requirement for lumen, is there any intel? Which help me to understand the way lumen think, this model will receive card coverage and other will not - I mean just to set the boundary on clear technical terms!
Thanks for the comment, I’ve checked these point and here are the results.
Mesh Distance Field is good here? They have generated for all objects with enough resolution to cover the shape.
Btw Global distance field have ignored all slats models including other small models which have been used in the scene! Does this mean which models is not covered in Global distance, tend to represent yellow in Lumen scene? They are looking true to me! Any details information on how to include these tiny details into Global distance field will be crucial and i would like to test more on to this!
regards,
I wonder if you might be better off using nanite displacement or WPO offset or something to get the slats to have coverage but still have actual depth.
Hi,
I have not used nanite in the project and also disabled using the following commands! There is no improvement on the coverage!
r.Nanite.ProjectEnabled = false
r.Nanite = 0
I’ve followed the mention process in the link here!
You could consider using a proxy mesh that is only visible in raytracing, with simpler / slightly different geometry that can be more easily covered by lumen. It is quite normal to use proxy geometry or lower LoDs with raytracing so this approach is not unusual.
Hey,
Thanks for the information. This idea looks promising, I will check the setup and post the results.
Hi guys,
Just upgraded to 5.4 and tried increasing the number of refraction bounces for lumen to increase visuals, but noticed that the interiors turn darker and dont let in much GI from the outside. I checked it in the viewmodes and I see that if I increase the refraction bounces, the windows (thin translucent glass) turn black in the lumen scene. Is it expected or is it a bug? Any way to get back that good fill lighting from the outside?
Thanks in advance.
Afer trying to make and failing a mirror in my bathroom for 1 month, I decided to make it with Scene Capture Cube and Render Target but I have a problem with this. Finally I created an mirror that its reflecting but the illumination or enviroment lighting is not matching with my real-time interior. Am I missing something?
I found this video and tried to do everything same but the result is…
‘’ https://www.youtube.com/watch?v=wnlGiJzLGOU&list=LL&index=3 ‘’
Hi guys,
I am not sure if it is Lumen related, but I have found this feature called “ManyLights” in the 5.4 engine, which greatly improves the performance when enabled. But I see some strange artifacts on the screen, when enabling it. It seems to me that it happens when too many lights are overlapping AND the total illumination from these lights is too large. If I decrease the light intensity or reduce the exposure or the number of overlapping lights, it seems to be gone. Do you guys know about this problem?
To determine if it is lumen related, the simplest option would be to disable lumen and see if the artifact goes away.
Try doing the same with virtual shadow maps.
Thanks for the tip!
Turned off both, unfortunately neither solved this issue. Then I guess this feature is just not ready yet. Tried playing around with the console commands and it seems like if I change the “r.ManyLights.NumSamplesPerPixel” from 4 to 1, it improves it, although does not fixes it completely.
Oh yeah I’m just remembering that many lights is what they renamed the new, experimental stochastic shadow technique.
I haven’t experimented with it yet, but I’ll try later. I know others in this thread have though and might have more suggestions.
weird glitch. i can not reproduce it. sry… not helping.
it’s weird that it’s “tiled”. not sure if this is a compute shader issue.
Okay, I gave this a spin. I am able to replicate this. Like you said it appears to be based on the factors you described, but also the resolution. If I shrink my viewport, or decrease my render resolution the issue is reduced or eliminated.
tried both spot and point lights and was able to trigger the effect with both. At 3440x1440 I could have 3 overlapping point lights with no issue. At 50% screen scale I could have 13, which makes sense since there are 1/4 as many pixels so I would expect to be able to render 4x as many lights. Then I tested 75% and sure enough I could render 6 lights no issue.
So it seems to be exhausting something. I would’ve expected reducing samples per pixel to 1 to significantly increase the amount of lights, given there is clearly a resolution/sample constraint, but it barely does anything.
r.ManyLights.Sampling.MinWeight
also seems to impact it. Increasing this cvar can reduce the effect, but larger weights causes banding/posterization.
that’s odd. i just duped 52 in this spot and have no glitches. all raytraced shadows btw, no vsm.
i reduced them to see if it’s a shadow issue, but… i don’t get anything like this. hmm…
is that an issue only above 1080p, perhaps? i can not test that.
Definitely weird. I’m in 5.4 on an RTX 3080 Founders. Maybe its a hardware or version thing?
i shot this in 5.4.2 too. stable 3060 craptop. even more budget then a 3080. it’s a weird one, for sure. no clue, tbh. my only guess is the resolution is bugging it.
I can confirm that the screen resolution affects it too. And it also seems to be dependent on the camera direction vector too.
…?
Could you try adding more light sources and increase the exposure/light intensity/resolution to see if you can reproduce it too?
I also turned off VSM, but it does not make a difference.
Would be good to figure out why it works just fine at you, what setting may be the culprit.