This is a very simple and early version of my GPU lightmap baker. Don’t expect much from it! =)
4.19.1: https://www.dropbox.com/sh/3issyqm20…f6eEbmKRa?dl=0 [Updated 04/16/2018 18:13]
4.20.1: 4.20.1 - Orangedox (starting from here it requires NVIDIA driver version >= 398.26)
4.20.2: 4.20.2 - Orangedox
4.20.2 Unified Settings: 4.20.2-UnifiedSettings - Orangedox (see #478](https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass?p=1522838#post1522838) for instructions on how to use)
4.21.0 Unified Settings: 4.21.0-UnifiedSettings - Orangedox (Turing cards support, requring driver >= 411.31, not using RTX)
4.22.0 Unified Settings: 4.22.0-UnifiedSettings - Orangedox (FireflyClampingThreshold has been loosened to allow more contrast from skylight and correct brightness for emissives - if you start to see fireflies from sky or emissive you may want to set it to lower values like 10.0 (in BaseLightmass.ini))
Merge the zip’s content with your UE_4.19/Engine folder.
This installation overwrites your BaseLightmass.ini so you want to back it up if you have modified its parameters.
- If you want to keep your BaseLightmass.ini, set bUsePhotonMapping and bUseRadiositySolverForSkylightMultibounce to false to avoid CPU computation.
Sorry for no 4.18 support, since some logic dealing with volumetric lightmaps changes a little bit too much in 4.19.
Automatic Script Installer:
@Situx has done a nice installer for GPULightmass that checks multiple things to help prevent problems:
Source (Hybrid) Installation:
For versions prior to 4.20.2 unified settings, see https://forums.unrealengine.com/deve…65#post1460865
For 4.20.2 unified settings, see https://forums.unrealengine.com/deve…66#post1529966
For 4.21.0 unified settings, refer to 4.20.2 but use this one: EngineModification4.21.0.zip
Written in CUDA so NVIDIA only.
Supports all 4 standard lights (point, spot, directional and sky)
However stationary skylight is not supported so if you have one in your scene it will still be baked since it is treated as a static one
Advanced lighting features such as soft shadows (SourceLength and SourceRadius) and IES are not respected when calculating indirect lighting. However you may still see some effect of them since their direct lighting is calculated on CPU
According to some tests the direct lighting is low quality sometimes because Lightmass quality level is set to “Preview”. While this problem is actually irrelevant to GPULightmass, you’ll probably want to set the quality level to “Production” to avoid such kind of mysterious problems.
Supports baking of standard surface lightmaps, volumetric lightmaps (also with faster voxelization), and sparse volume lighting samples
Lightmass parameters and quality settings specified in the editor are ignored except for Num Indirect Lighting Bounces
- Current the number of samples (quality settings) is hardcoded in the program and you cannot change it since I haven’t found an reliable way to expose them to the user
- AO Mask generation is not supported
GPULightmass should work with Swarm distributed rendering naturally as long as you’ve correctly set up the environments on all machines. (esp. a sufficiently new NVIDIA driver)
- See the series of posts starting from https://forums.unrealengine.com/deve…78#post1466078
GPULightmass uses Brute Force as its Primary GI Engine and some form of radiosity caching as its Secondary GI Engine, which is very similar to vray.
Brute force is much more accurate than Irradiance Caching (Lightmass’s primary GI engine) but it is also slower. It is also more sensitive to lightmap resolution since it actually calculates each lightmap texel, while irradiance caching is more or less resolution independent. You may want to tune down your lightmap resolutions firstly then slowly tune them up when working with GPULightmass.
Comparison of Brute Force vs Irradiance Caching:
Since adaptively placing more samples around corners (known as Retrace in vray) hasn’t been implemented you may see sploches.
You can use command line to launch the editor and bake lighting to save GPU resources for GPULightmass, especially video memory.
Engine/Binaries/Win64/UE4Editor-Cmd.exe “path o\your\project\yourproject.uproject” -run=resavepackages -buildlighting -allowcommandletrendering -map=/Game/Maps/MyMap.umap
Remember to replace Content with Game in the umap path
It is recommended to change Windows TDR settings to prevent the GPU from being timed out (unspecified launch failure and other Error crashes) under heavy workload
See https://www.reddit.com/r/battlefield…nce_last_patch for instructions.
A value of 300 is good
You need to reboot your system
Windows Update may reset this setting, so check again if you have problems after updating
A scene having 30M triangles and 150 1K lightmaps requires 7GB video memory and ~3hrs to bake on a GTX1080
[04/16/2018] Fixed attenuation calculation of spotlights
[04/14/2018] Further improved the adaptive hemisphere sampler to suppress visible artifacts
[04/14/2018] Fixed issues with sparse volume lighting samples and masked materials
[04/14/2018] Fixed a bug inside the adaptive hemisphere sampler. The number of samples is also raised. Now GPULightmass runs at Ultra High settings by default, which is a little bit overkill for most scenes.
[04/13/2018] Added support for sparse volume lighting samples
[04/13/2018] Fixed a bug which prevents GPULightmass from running on cards that are older than GTX10XX
- Ray hit rejection by LOD/HLOD hasn’t been implemented and you may see black splotches where lower LOD meshes poke out.
How to Get the Best out of GPULightmass:
- Currently GPULightmass uses all emissive materials in baking regardless of ‘Use Emissive in Static Lighting’ option. If you see sparkles they are probably from some small bright emissive sources (especially, small LED panels in kitchen). You’ll want to use the LightmassReplace material node or set the EmissiveBoost to zero to remove them for GPULightmass. Starting from 4.20 GPULightmass respects ‘Use Emissive in Static Lighting’ option. However, t****he idea is to not use any small & bright emissive light sources in GPULightmass. If you want to get rid of sparkles, you can also try tuning down ‘FireflyClampingThreshold’.
- GPULightmass uses ‘Two Sided Emulation’ on all two-sided materials which could be the reason why people are seeing darken environments and light leaks. Currently the workaround is to turn off two-sided on the problematic materials. See https://forums.unrealengine.com/deve…32#post1477832