# Luoshuang's GPULightmass

**URL:** <https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [April 13, 2018, 5:44am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474 "2018-04-13T05:44:47Z")\
**Posts on this page:** 20\
**Page:** 49

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**Author:** ![Sumsion3D](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sumsion3D](https://forums.unrealengine.com/u/Sumsion3D)\
**Post date:** [March 16, 2019, 7:01pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1001 "2019-03-16T19:01:12Z")

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> [@samdax](#):
>
> WOW! that’s an amazing work! Can’t wait to have this new version 😃

Has this overhaul happened in the past few months? I can’t find any further mentions. The potential improvements are staggeringly awesome!

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**Author:** ![Luoshuang](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Luoshuang](https://forums.unrealengine.com/u/Luoshuang)\
**Post date:** [March 16, 2019, 7:20pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1002 "2019-03-16T19:20:51Z")

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**Prometheus - GPU Lightmass Overhaul**

Lightmap UV Testing  
4.22.0 Release: [4.22.0-Release - Orangedox](https://dl.orangedox.com/FQOQDuOwqiVCNvcsnP)  
**Updated 13:55 2019/3/17** 0.0.1: Fixed some bright corner issues (lol).]  
**Updated 00:10 2019/3/21** 0.0.4: Fixed chart dilation issue.]  
**Updated 13:11 2019/3/28** 0.2.0: Greatly improve video memory consumption.]  
**Updated 14:35 2019/4/04** 0.3.0: Added skylight importance sampling and other parameters.]

Needs CUDA driver version \>= 419.17

Since the overhaul took much longer than I expected, I decided to roll out some new versions containing important functionalities to test whether they work well and if I should invest more into them. This version focuses on lightmap UVs and dark corner elimination.

**Only a single static skylight is supported, no other lights. Also no masked material support, no VLM/SPLS support. Just testing lightmap UVs.**

Creating lightmap UVs for complex objects & dark corners at object intersections are concerning/frustrating issues always. I have been testing multiple (potentially costly) techniques to see whether I can mitigate most of the artifacts - especially at lower lightmap resolution. Now this version should be able to get rid of most of those ‘common’ dark corners, provided that \*\*the hard edges on your object are properly split - which most auto UV gen software would do \*\*(Due to limitations in UE4’s lightmap directionality representation, ‘spherical harmonics’, non-planar texels won’t work well even if Prometheus has computed them super precisely, which means lightmap texels crossing a hard edge will never be correct).

Baked with Prometheus:

 ![1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/5/f591824c2f3a4112ab55818f08866ce795b68abf.jpeg)  
 ![2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/c/ac55e48c5ef59eb04678faaaa4e2a5e3db9508c2.jpeg)

V-Ray viewport reference (Reinhard tonemapping, exposure +3)

 ![3.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/a/fa0b20cd1ab4e9bf8e2a5447a5c38f0f90d71fb7.jpeg)

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**Author:** ![anonymous\_user\_888c5283](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_888c5283](https://forums.unrealengine.com/u/anonymous_user_888c5283)\
**Post date:** [March 17, 2019, 1:54am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1003 "2019-03-17T01:54:32Z")

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> [@](#):
>
> **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

What about [Build lighting from command line - Rendering - Epic Developer Community Forums](https://answers.unrealengine.com/questions/124936/build-lighting-from-command-line.html) ? … says can’t be absolute path … not to include “folders”

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**Author:** ![nguyenthiet](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nguyenthiet](https://forums.unrealengine.com/u/nguyenthiet)\
**Post date:** [March 17, 2019, 7:00am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1004 "2019-03-17T07:00:27Z")

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> [@Muchasty](#):
>
> GPU Lightmass (4.19.1) causes some problems with this scene ( dark upper area and some sparks on the ceiling ):
> 
> [https://forums.unrealengine.com/filedata/fetch?filedataid=135603&type=thumb](https://forums.unrealengine.com/filedata/fetch?filedataid=135603&type=thumb)
> 
> Below the reference CPU baked (4.18.3):
> 
> [https://forums.unrealengine.com/filedata/fetch?filedataid=135604&type=thumb](https://forums.unrealengine.com/filedata/fetch?filedataid=135604&type=thumb)

me too, I have this problem and i can not fix this, can you help me,please

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**Author:** ![PMcKenzie2004](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PMcKenzie2004](https://forums.unrealengine.com/u/PMcKenzie2004)\
**Post date:** [March 17, 2019, 5:37pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1005 "2019-03-17T17:37:17Z")

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Thanks, I will test this version of GPU Lightmass ASAP and compare results to the past versions.

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**Author:** ![anonymous\_user\_21e38222](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_21e38222](https://forums.unrealengine.com/u/anonymous_user_21e38222)\
**Post date:** [March 17, 2019, 9:01pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1006 "2019-03-17T21:01:04Z")

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Hey ! Got this error on a clean engine with Prometheus 0.0.1, any idea what could be the cause of it ? Looks like a dll mismatch.

https://i.imgur.com/eHGZQkE.png

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**Author:** ![Luoshuang](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Luoshuang](https://forums.unrealengine.com/u/Luoshuang)\
**Post date:** [March 17, 2019, 9:24pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1007 "2019-03-17T21:24:33Z")

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> [@LegendreVR](#):
>
> Hey ! Got this error on a clean engine with Prometheus 0.0.1, any idea what could be the cause of it ? Looks like a dll mismatch.

I’ve updated a fresh packaged version, you can try again

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<div class="post-metadata">

**Author:** ![anonymous\_user\_21e38222](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_21e38222](https://forums.unrealengine.com/u/anonymous_user_21e38222)\
**Post date:** [March 17, 2019, 10:15pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1008 "2019-03-17T22:15:06Z")

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> [@](#):
>
> I’ve updated a fresh packaged version, you can try again

Good now, thanks for the quick patch ! Looking forward to a day of testing tomorrow 🙂

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**Author:** ![Sotet\_Farkas](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sotet\_Farkas](https://forums.unrealengine.com/u/Sotet_Farkas)\
**Post date:** [March 18, 2019, 6:46pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1009 "2019-03-18T18:46:48Z")

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This is amazing. you are awesome. It is possible that in the future this will work for AMD, I was thinking about buying a vega 7

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**Author:** ![ldo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ldo](https://forums.unrealengine.com/u/ldo)\
**Post date:** [March 18, 2019, 9:38pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1010 "2019-03-18T21:38:17Z")

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Hi \*\*\*\*,

I am testing your new Prometheus and getting some problems. On the first pic white dots, and on the second dot it is too noisy (how can I switch settings to max quality?)

I found this lines in code :

[DevOptions.GPULightmass]  
NumPrimaryGISamples=32  
NumSecondaryGISamples=16  
FireflyClampingThreshold=10.0

Which numbers I need for Ultimate settings like in previous ver. of GPU Lightmass ?

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<div class="post-metadata">

**Author:** ![Luoshuang](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Luoshuang](https://forums.unrealengine.com/u/Luoshuang)\
**Post date:** [March 18, 2019, 9:51pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1011 "2019-03-18T21:51:34Z")

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> [@ldo](#):
>
> Hi \*\*\*\*,
> 
> I am testing your new Prometheus and getting some problems. On the first pic white dots, and on the second dot it is too noisy (how can I switch settings to max quality?)
> 
> I found this lines in code :
> 
> [DevOptions.GPULightmass]  
> NumPrimaryGISamples=32  
> NumSecondaryGISamples=16  
> FireflyClampingThreshold=10.0
> 
> Which numbers I need for Ultimate settings like in previous ver. of GPU Lightmass ?

Prometheus currently does not respect num samples settings :(. Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?

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<div class="post-metadata">

**Author:** ![ldo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ldo](https://forums.unrealengine.com/u/ldo)\
**Post date:** [March 18, 2019, 10:01pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1012 "2019-03-18T22:01:54Z")

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> [@](#):
>
> Prometheus currently does not respect num samples settings :(. Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?

Yep, just tried 128/32, nothings changed. No I didn’t investigate for dark corner elimination and UV problems yet, but I’ll do it. Now I know that this version is just for testing, so I will ignore all this artifacts… Thank you.  
Any ETA for final release?

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**Author:** ![scha](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scha/32/1135430_2.png) [@scha](https://forums.unrealengine.com/u/scha)\
**Post date:** [March 19, 2019, 1:43pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1013 "2019-03-19T13:43:36Z")

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Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into “invalid device symbol” error then crash. I used the automatic installer. (Sorry if that was asked before)

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**Author:** ![Xivader](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/xivader/32/568978_2.png) [@Xivader](https://forums.unrealengine.com/u/Xivader)\
**Post date:** [March 19, 2019, 1:48pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1014 "2019-03-19T13:48:39Z")

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> [@scha](#):
>
> Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into “invalid device symbol” error then crash. I used the automatic installer. (Sorry if that was asked before)

Same here with GTX 650.

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<div class="post-metadata">

**Author:** ![SilverDragon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SilverDragon](https://forums.unrealengine.com/u/SilverDragon)\
**Post date:** [March 19, 2019, 10:36pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1015 "2019-03-19T22:36:32Z")

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Are multiple GPUs supported?

Also, is it possible to use different GPUs, like none SLI setups, for example a bunch of 1060, since the heavy process is on the memory this can probably improve times keeping the scaling costs low.

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<div class="post-metadata">

**Author:** ![PMcKenzie2004](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PMcKenzie2004](https://forums.unrealengine.com/u/PMcKenzie2004)\
**Post date:** [March 19, 2019, 11:10pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1016 "2019-03-19T23:10:13Z")

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> [@](#):
>
> Prometheus currently does not respect num samples settings :(. Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?

I got the following results. Sketchup to 4.21 via Datasmith. Upgrade project to 4.22 preview 5. Bake with Prometheus. Thoughts?

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<div class="post-metadata">

**Author:** ![nachovillegas](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nachovillegas](https://forums.unrealengine.com/u/nachovillegas)\
**Post date:** [March 20, 2019, 10:44am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1017 "2019-03-20T10:44:42Z")

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Hi to all,

First of all thank you for this trick.

I am having the issue of very low performance of de GPU running at 5-6%.

Graphic card: 1060 6gb, drivers updated.

Anyone know how to improve it?

Thank you in advance.

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<div class="post-metadata">

**Author:** ![Luoshuang](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Luoshuang](https://forums.unrealengine.com/u/Luoshuang)\
**Post date:** [March 20, 2019, 6:18pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1018 "2019-03-20T18:18:26Z")

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> [@scha](#):
>
> Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into “invalid device symbol” error then crash. I used the automatic installer. (Sorry if that was asked before)

The card needs to support SM 3.5, which means at least 7XX series

> [@SilverDragon](#):
>
> Are multiple GPUs supported?
> 
> Also, is it possible to use different GPUs, like none SLI setups, for example a bunch of 1060, since the heavy process is on the memory this can probably improve times keeping the scaling costs low.

No multi GPU support currently ☹

> [@nachovillegas](#):
>
> Hi to all,
> 
> First of all thank you for this trick.
> 
> I am having the issue of very low performance of de GPU running at 5-6%.
> 
> Graphic card: 1060 6gb, drivers updated.
> 
> Anyone know how to improve it?
> 
> Thank you in advance.

If you’re on Win10, select this queue type and see whether it is fully utilized:

 ![-20190320-141649.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/5/f569bc1a708206cbedefe58dad2106e55b4a0024.png)  
Starting from NVIDIA 419.xx drivers, how the CUDA and 3D queue are scheduled is changed and 3D will always take priority over CUDA.

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<div class="post-metadata">

**Author:** ![Luoshuang](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Luoshuang](https://forums.unrealengine.com/u/Luoshuang)\
**Post date:** [March 20, 2019, 6:20pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1019 "2019-03-20T18:20:45Z")

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> [@PMcKenzie2004](#):
>
> I got the following results. Sketchup to 4.21 via Datasmith. Upgrade project to 4.22 preview 5. Bake with Prometheus. Thoughts?

Looks no problem to me 🙂 Are you having any issue with complex objects? One thing I want to achieve with Prometheus is that it should work with auto gen UVs (not generated by UE4Editor, but by your modeling software, like ‘auto projection/layout’ in Maya) without producing artifacts beyond UV seams (which is supposed to be addressed in following releases) so that lightmap UV workflow can be simplified greatly.

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<div class="post-metadata">

**Author:** ![PMcKenzie2004](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PMcKenzie2004](https://forums.unrealengine.com/u/PMcKenzie2004)\
**Post date:** [March 20, 2019, 11:50pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1020 "2019-03-20T23:50:50Z")

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> [@](#):
>
> Looks no problem to me 🙂 Are you having any issue with complex objects? One thing I want to achieve with Prometheus is that it should work with auto gen UVs (not generated by UE4Editor, but by your modeling software, like ‘auto projection/layout’ in Maya) without producing artifacts beyond UV seams (which is supposed to be addressed in following releases) so that lightmap UV workflow can be simplified greatly.

I’m good with it :). I will try something more complex (irregular sculpture perhaps) this weekend and report back. Thank you for your continued work on this!

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