# 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:** 51

<div class="post-metadata">

**Author:** ![anonymous\_user\_951ded2c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_951ded2c](https://forums.unrealengine.com/u/anonymous_user_951ded2c)\
**Post date:** [March 26, 2019, 1:03pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1041 "2019-03-26T13:03:39Z")

</div>

> [@armoredrat](#):
>
> it might be a driver issue. try another versions or if you havent install creators driver yet also try it.

i manege to download and install creators drivers it didn’t help. please help

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<div class="post-metadata">

**Author:** ![vGNS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vGNS](https://forums.unrealengine.com/u/vGNS)\
**Post date:** [March 26, 2019, 2:08pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1042 "2019-03-26T14:08:13Z")

</div>

I’ve been testing new Prometheus baker and noticed that there is some blocky artifacts under plane with translucent material on the edge of modular floors. Otherwise it’s amazing!

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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 26, 2019, 2:54pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1043 "2019-03-26T14:54:39Z")

</div>

> [@vGNS](#):
>
> I’ve been testing new Prometheus baker and noticed that there is some blocky artifacts under plane with translucent material on the edge of modular floors. Otherwise it’s amazing!

Yep, translucent/two sided materials are not properly supported by Prometheus currently and they will cause trouble for objects behind them. Did Prometheus successfully remove the dark corners?

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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 26, 2019, 7:35pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1044 "2019-03-26T19:35:10Z")

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> [@Philliano](#):
>
> good people i saw GPULightmass once working in my PC with gtx 970. with extreme quality and high settings it took less than an hour.and that was it, now it takes a day to built light of the same scene. I’ve Formatted my PC and re-installed everything. it took 4 hours to build the scene and back to insane hours again. please help

I just identified an issue with GPULightmass 4.21.0 unified settings and I uploaded a new one. The issue is it could stuck forever if you have a Turing card. Not sure if it will help with your GTX970 (Maxwell). But another known thing is in newer NVIDIA drivers 3D apps like UE4Editor take priority over CUDA, so if you leave UE4Editor running in foreground with ‘Realtime’ checked on the viewport it will slow down GPULightmass drastically.

> [@Thom\_Coffee](#):
>
> Hi Luoshang. Prometheus didn’t work on my spec: win10, GTX1080 and nvidia creator ready driver 419.67 or did i miss something?

You have exactly the same settings with me :o Maybe you can try newer versions like 0.1.0 to see whether it works.

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<div class="post-metadata">

**Author:** ![vGNS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vGNS](https://forums.unrealengine.com/u/vGNS)\
**Post date:** [March 26, 2019, 10:10pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1045 "2019-03-26T22:10:11Z")

</div>

> [@](#):
>
> Yep, translucent/two sided materials are not properly supported by Prometheus currently and they will cause trouble for objects behind them. Did Prometheus successfully remove the dark corners?

I never had an issue with dark corners, so I cant tell if it did, but I noticed that sometimes dark line artifacts between modular meshes are present.

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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 26, 2019, 10:13pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1046 "2019-03-26T22:13:56Z")

</div>

> [@vGNS](#):
>
> I never had an issue with dark corners, so I cant tell if it did, but I noticed that sometimes dark line artifacts between modular meshes are present.

About this problem you will want to check whether the lightmap UV charts of the faces are properly detached and have enough padding. If you’re using UE4’s auto lightmap UV gen, you’ll want to abandon it immediately - it is seriously bugged until I fixed it, however the fixes are not in 4.22 and will be in 4.23 ☹

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<div class="post-metadata">

**Author:** ![vGNS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vGNS](https://forums.unrealengine.com/u/vGNS)\
**Post date:** [March 26, 2019, 10:20pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1047 "2019-03-26T22:20:51Z")

</div>

> [@](#):
>
> About this problem you will want to check whether the lightmap UV charts of the faces are properly detached and have enough padding. If you’re using UE4’s auto lightmap UV gen, you’ll want to abandon it immediately - it is seriously bugged until I fixed it, however the fixes are not in 4.22 and will be in 4.23 ☹

I do my lightmap uvs manually, rechecked them and yeah - padding is a bit too tight for the resolution I set (128^2). Just noticed you’ve uploaded new version of prometheus - will check it out asap.

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<div class="post-metadata">

**Author:** ![Nerdsbeware](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nerdsbeware/32/897578_2.png) [@Nerdsbeware](https://forums.unrealengine.com/u/Nerdsbeware)\
**Post date:** [March 26, 2019, 10:22pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1048 "2019-03-26T22:22:35Z")

</div>

> [@](#):
>
> About this problem you will want to check whether the lightmap UV charts of the faces are properly detached and have enough padding. If you’re using UE4’s auto lightmap UV gen, you’ll want to abandon it immediately - it is seriously bugged until I fixed it, however the fixes are not in 4.22 and will be in 4.23 ☹

You fixed lightmap generation!? that is literally the most exciting news I’ve heard in awhile! I don’t care if I have to wait for 4.23 🙂

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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 26, 2019, 10:27pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1049 "2019-03-26T22:27:47Z")

</div>

> [@Nerdsbeware](#):
>
> You fixed lightmap generation!? that is literally the most exciting news I’ve heard in awhile! I don’t care if I have to wait for 4.23 🙂

Actually it is not fixed by me, but by the author of the packing algorithm long time ago :o. But the fix was lost in some internal merges and never released. I resurrected them. However, how it works is not changed - try to derive lightmap UVs from your texture UVs by flattening and expanding stacked UV charts. So if your texture UVs have folded/flipped UVs on the same chart it still wont work.

EDIT: Also when 4.23 arrives you’ll need to reimport or randomly modify the static mesh settings to trigger a ‘rebuild’ of the mesh to make the fixes effective.

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<div class="post-metadata">

**Author:** ![fco3d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fco3d](https://forums.unrealengine.com/u/fco3d)\
**Post date:** [March 26, 2019, 11:03pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1050 "2019-03-26T23:03:44Z")

</div>

Hi any input regarding the fresnel difference between lightmass and your GPU renderer. Take a look at the post of @tc22 I am getting the same results with my materials.

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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 27, 2019, 12:12am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1051 "2019-03-27T00:12:46Z")

</div>

> [@fco3d](#):
>
> Hi any input regarding the fresnel difference between lightmass and your GPU renderer. Take a look at the post of @tc22 I am getting the same results with my materials.

I didn’t see any problem? Also it is bit suprising to hear that there’s any difference regarding fresnel, which is a specular property, because lightmaps only handle diffuse lighting in your scene.

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<div class="post-metadata">

**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 27, 2019, 6:31am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1052 "2019-03-27T06:31:11Z")

</div>

I went out of town for a week … came back and changed some light intensities … and now it won’t get past barely starting the bake … thoughts?

(( I found similar !UnknownFunction ] mentions, but no resolutions ))

12:23:47 AM: [Interface:TryOpenConnection] Local connection established  
12:23:47 AM: [Job] Accepted Job 8BE0A433-4585281B-CEE5B0B1-FBF007D8  
12:23:48 AM: [Job] Launched Job UnrealLightmass\_2018-11-29\_18-25-01\_1414656-64bit.exe  
12:23:48 AM: [Job] PID is 228644  
12:23:48 AM: [Job] GUID is “8BE0A433-4585281B-CEE5B0B1-FBF007D8”  
12:23:49 AM: LogLightmass: Display: Lightmass Win64 started on: W099. Command-line: 8BE0A4334585281BCEE5B0B1FBF007D8  
12:23:49 AM: Failed to determine engine directory: Defaulting to …/…/…/Engine/  
12:23:49 AM: Failed to load ‘aqProf.dll’ (GetLastError=126)  
12:23:49 AM: File ‘aqProf.dll’ does not exist  
12:23:49 AM: Failed to load ‘VtuneApi.dll’ (GetLastError=126)  
12:23:49 AM: File ‘VtuneApi.dll’ does not exist  
12:23:49 AM: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)  
12:23:49 AM: File ‘VtuneApi32e.dll’ does not exist  
12:23:49 AM: Lightmass Win64 started on: W099. Command-line: 8BE0A4334585281BCEE5B0B1FBF007D8  
12:23:49 AM: LogLightmass: Display: Processing scene GUID: 8BE0A4334585281BCEE5B0B1FBF007D8 with 14 threads  
12:23:49 AM: Processing scene GUID: 8BE0A4334585281BCEE5B0B1FBF007D8 with 14 threads  
12:23:49 AM: Building static lighting…  
12:23:49 AM: [OpenConnection] Registering TCP channel …  
12:23:49 AM: [OpenConnection] Connecting to agent …  
12:23:49 AM: [TryOpenConnection] Testing the Agent  
12:23:49 AM: [TryOpenConnection] Opening Connection to Agent  
12:23:49 AM: [TryOpenConnection] Local Process ID is 228644  
12:23:49 AM: [Job] Found a parent connection for PID 228644  
12:23:49 AM: [Job] 63051B2F -\> 25D8782E  
12:23:49 AM: [Interface:TryOpenConnection] Local connection established  
12:23:50 AM: Measured CPU frequency: 3.00 GHz  
12:23:50 AM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4  
12:23:50 AM: Number of texture mappings: 340  
12:23:50 AM: Number of fluid mappings: 0  
12:23:50 AM: Number of landscape mappings: 0  
12:23:50 AM: Number of BSP mappings: 0  
12:23:50 AM: Number of static mesh instance mappings: 340  
12:23:50 AM: Reserving memory for 340 meshes, 188527 vertices, 159614 triangles  
12:23:50 AM: Reserving memory for 0 meshes, 0 vertices, 0 triangles  
12:23:50 AM: Scene surface area calculated at 48.297 million units (46.206% of the estimated 104.527 million units)  
12:23:50 AM: Importance volume surface area calculated at 48.297 million units (0.000% of the estimated 0.000 million units)  
12:23:50 AM: Embree Build 0.0s  
12:23:50 AM:  
12:23:50 AM:  
12:23:50 AM: Collision Mesh Overview:  
12:23:50 AM: Num Triangles : 155642  
12:23:50 AM: MeshInfos : 0.0Mb  
12:23:50 AM: UVs : 2.0Mb  
12:23:50 AM: LightmapUVs : 2.0Mb  
12:23:50 AM: Embree Used Memory : 12.3Mb  
12:23:50 AM:  
12:23:50 AM:  
12:23:50 AM: Preallocated 0.0Gb for kDOP nodes and triangles  
12:23:50 AM: Building kDOP took 0.11 seconds.  
12:23:50 AM: Static lighting kDOP: 103614 nodes, 51808 leaves, 207232 triangles, 186311 vertices  
12:23:50 AM: Static lighting kDOP: 24.895% wasted space in leaves  
12:23:50 AM: Preallocated 0.0Gb for kDOP nodes and triangles  
12:23:50 AM: Building kDOP took 0.00 seconds.  
12:23:50 AM: Static lighting kDOP: 103614 nodes, 51809 leaves, 207232 triangles, 0 vertices  
12:23:50 AM: Static lighting kDOP: 100.000% wasted space in leaves  
12:23:50 AM: Processing…  
12:23:52 AM: GPULightmass Kernel: Importing mesh: 186311 vertices, 155642 triangles  
12:23:52 AM: GPULightmass Kernel: Embree SBVH Construction finished, 130MS  
12:23:52 AM: GPULightmass Kernel: Convert to CudaBVH finished, 95MS  
12:23:52 AM: GPULightmass Kernel: GPU BVH video memory size: 6.68MB, triangle payload size: 12.77MB  
12:23:52 AM: GPULightmass Kernel: Bind CudaBVH finished, 6MS  
12:23:52 AM: GPULightmass Kernel: GPU triangle parameterization data size: 5.22MB  
12:23:52 AM: GPULightmass Kernel: 3 masked collision maps imported  
12:23:52 AM: GPULightmass Kernel: 0 directional lights, 0 point lights and 79 spot lights imported  
12:23:52 AM: Started task graph with 4 named threads and 18 total threads with 1 sets of task threads.  
12:24:28 AM: LogThreadingWindows: Error: Runnable thread TaskGraphThreadNP 0 crashed.  
12:24:28 AM: LogWindows: Error: === Critical error: ===  
12:24:28 AM: LogWindows: Error:  
12:24:28 AM: LogWindows: Error: Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION writing address 0x00000000  
12:24:28 AM: LogWindows: Error:  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99e85bfe7 GPULightmassKernel.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99e761072 GPULightmassKernel.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8470339 UnrealLightmass.exe!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8467af9 UnrealLightmass.exe!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8470e4c UnrealLightmass.exe!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a846cbbb UnrealLightmass.exe!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d04f909 UnrealLightmass-Core.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d0502e0 UnrealLightmass-Core.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d05a1de UnrealLightmass-Core.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d3e9fc0 UnrealLightmass-Core.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d3da831 UnrealLightmass-Core.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ffa649981f4 KERNEL32.DLL!UnknownFunction ]  
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ffa677ba251 ntdll.dll!UnknownFunction ]  
12:24:28 AM: LogWindows: Error:  
12:24:28 AM: LogWindows: Error: Crash in runnable thread TaskGraphThreadNP 0  
12:24:28 AM: [MaintainConnections] Detected dropped local connection, cleaning up (25D8782E)  
12:24:28 AM: [CloseConnection] Closing connection 25D8782E using handle 25D8782E  
12:24:28 AM: [CloseConnection] Connection confirmed for disconnection 25D8782E  
12:24:28 AM: [CloseConnection] Connection disconnected 25D8782E  
12:24:28 AM: [GetMessage] Safely returning to 25D8782E with no message  
12:24:29 AM: [MaintainConnections] Local connection has closed (25D8782E)  
12:24:29 AM: [MaintainConnections] Removed connection 25D8782E  
12:24:31 AM: [Job] Job has failed! Job executable didn’t exit cleanly. Exit code: -1066598274  
12:24:31 AM: [CloseConnection] Closing connection 63051B2F using handle 63051B2F  
12:24:31 AM: [CloseConnection] Connection confirmed for disconnection 63051B2F  
12:24:31 AM: [CloseConnection] Closing orphaned Job (8BE0A433-4585281B-CEE5B0B1-FBF007D8)  
12:24:31 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:32 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:32 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:33 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:33 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:34 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:34 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:35 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:35 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING  
12:24:36 AM: [CloseConnection] Connection disconnected 63051B2F  
12:24:36 AM: [GetMessage] Safely returning to 63051B2F with no message  
12:24:36 AM: [MaintainConnections] Local connection has closed (63051B2F)  
12:24:36 AM: [MaintainConnections] Removed connection 63051B2F  
12:24:36 AM: [MaintainConnections] All connections have closed

MapCheck: New page: Map Check  
LightingResults: New page: Lighting Build - Mar 26, 2019, 6:23:33 PM  
LogSwarmInterface: [OpenConnection] Registering TCP channel …  
LogSwarmInterface: [OpenConnection] Connecting to agent …  
LogSwarmInterface: [TryOpenConnection] Testing the Agent  
LogSwarmInterface: [TryOpenConnection] Opening Connection to Agent  
LogSwarmInterface: [TryOpenConnection] Local Process ID is 204468  
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED  
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED  
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED  
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED  
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED  
LogEditorBuildUtils: Build time 0:13  
Job has failed! Job executable didn’t exit cleanly. Exit code: -1066598274  
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.  
DumpUnbuiltLightIteractions  
Lights with unbuilt interactions: 79  
Light SpotLight\_0  
Light SpotLight9  
Light SpotLight10  
Light SpotLight13  
Light SpotLight18  
Light SpotLight21  
Light SpotLight26  
Light SpotLight27  
Light SpotLight30  
Light SpotLight32  
Light SpotLight41  
Light SpotLight42  
Light SpotLight44  
Light SpotLight53  
Light SpotLight54  
Light SpotLight56  
Light SpotLight63  
Light SpotLight66  
Light SpotLight69  
Light SpotLight71  
Light SpotLight73  
Light SpotLight76  
Light SpotLight82  
Light SpotLight88  
Light SpotLight96  
Light SpotLight107  
Light SpotLight108  
Light SpotLight115  
Light SpotLight119  
Light SpotLight123  
Light SpotLight124  
Light SpotLight128  
Light SpotLight131  
Light SpotLight133  
Light SpotLight134  
Light SpotLight136  
Light SpotLight155  
Light SpotLight156  
Light SpotLight161  
Light SpotLight163  
Light SpotLight165  
Light SpotLight181  
Light SpotLight184  
Light SpotLight185  
Light SpotLight190  
Light SpotLight191  
Light SpotLight192  
Light SpotLight195  
Light SpotLight198  
Light SpotLight201  
Light SpotLight202  
Light SpotLight204  
Light SpotLight206  
Light SpotLight209  
Light SpotLight214  
Light SpotLight215  
Light SpotLight221  
Light SpotLight225  
Light SpotLight233  
Light SpotLight234  
Light SpotLight240  
Light SpotLight243  
Light SpotLight247  
Light SpotLight251  
Light SpotLight254  
Light SpotLight256  
Light SpotLight262  
Light SpotLight264  
Light SpotLight266  
Light SpotLight268  
Light SpotLight274  
Light SpotLight277  
Light SpotLight279  
Light SpotLight281  
Light SpotLight282  
Light SpotLight284  
Light SpotLight286  
Light SpotLight289  
Light SpotLight294  
Primitives with unbuilt interactions: 335  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.FLOORS\_02\_Int\_NAV.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.WALLS\_02\_Int\_NAV\_main.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.FLOORS\_01\_Int\_NAV.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.WALLS\_01\_Int\_NAV.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.FLOORS\_01\_Int\_elem\_106.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.FLOORS\_01\_Int\_elem\_111.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.FLOORS\_01\_Int\_elem\_105.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.FLOORS\_01\_Int\_elem\_104.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.FLOORS\_01\_Int\_elem\_103.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_01\_Int\_main\_148.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_01\_Int\_main\_147.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_01\_Int\_main\_145.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_01\_Int\_main\_144.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.CEILINGS\_01\_Int\_elem\_105.StaticMeshComponent0  
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Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.CEILINGS\_02\_Int\_main\_114.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_147.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_140.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_139.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_138.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_134.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_133.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_132.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_137.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_135.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.CEILINGS\_02\_Int\_main\_113.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_123.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_122.StaticMeshComponent0  
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer\_P.MultiUserViewer\_P:PersistentLevel.WALLS\_02\_Int\_main\_121.StaticMeshComponent0  
LogSlate: Took 0.001144 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)  
Cmd: MAP CHECK NOTIFYRESULTS  
MapCheck: New page: MultiUserViewer\_P - Mar 26, 2019, 6:24:37 PM  
MapCheck: Error: WorldSettings\_1 Maps need lighting rebuilt  
MapCheck: Map check complete: 1 Error(s), 0 Warning(s), took 29.306ms to complete.  
LogSlate: Window ‘Save Content’ being destroyed

---

<div class="post-metadata">

**Author:** ![alpinrage](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@alpinrage](https://forums.unrealengine.com/u/alpinrage)\
**Post date:** [March 27, 2019, 11:58am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1053 "2019-03-27T11:58:36Z")

</div>

Hi All! Thanks for the amazing tool! i used 4.21 and no problems so far. gtx 1070.

SCENE SETTINGS:

Direct light - intensity 10 indirect boost - 10

sky - hdri + indirect boost - 10

build quality - production

compress lightmaps - no

lightmap density - around 1024 - 2048 in tweak mode orange - red

auto exposure +1 compensation

Lightmass  
indirect quality - 10

static scale - 0.1  
sky bounces - 100  
indirect - 100  
quality - 10  
compress lightmaps - no

i used lightmass conf. script for maximum GI quality

But still, i don’t know how emissive light works?  
The checkbox “use emissive for static” ok for the spheres

only some fireflies and emissive multiplier don’t work 30 or 3000 doesn’t matter  
I made test scene and tried everything but no GI from emissive  
Can you help me with settings?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_951ded2c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_951ded2c](https://forums.unrealengine.com/u/anonymous_user_951ded2c)\
**Post date:** [March 27, 2019, 5:53pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1054 "2019-03-27T17:53:54Z")

</div>

> [@](#):
>
> I just identified an issue with GPULightmass 4.21.0 unified settings and I uploaded a new one. The issue is it could stuck forever if you have a Turing card. Not sure if it will help with your GTX970 (Maxwell). But another known thing is in newer NVIDIA drivers 3D apps like UE4Editor take priority over CUDA, so if you leave UE4Editor running in foreground with ‘Realtime’ checked on the viewport it will slow down GPULightmass drastically.
> 
> You have exactly the same settings with me :o Maybe you can try newer versions like 0.1.0 to see whether it works.

thanks ill try it out. im sorry but where did you uploaded a new one

---

<div class="post-metadata">

**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 27, 2019, 10:34pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1055 "2019-03-27T22:34:51Z")

</div>

> [@Philliano](#):
>
> thanks ill try it out. im sorry but where did you uploaded a new one

Ditto. : Is “ **Automatic Script Installer** ” configured to automatically get latest updates like this?

---

<div class="post-metadata">

**Author:** ![Situx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Situx](https://forums.unrealengine.com/u/Situx)\
**Post date:** [March 27, 2019, 11:37pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1056 "2019-03-27T23:37:16Z")

</div>

> [@jinngonqui](#):
>
> Ditto. : Is “ **Automatic Script Installer** ” configured to automatically get latest updates like this?

No, it’s not. The script requires manual updating of all the hashes and URLs for any new version.

---

<div class="post-metadata">

**Author:** ![Farshid](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/farshid/32/874107_2.png) [@Farshid](https://forums.unrealengine.com/u/Farshid)\
**Post date:** [March 28, 2019, 5:48am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1057 "2019-03-28T05:48:26Z")

</div>

4.22  
i see dark areas in corners again  
lightmap generated with 3ds max  
its quality is better than old versions  
but we cant control baselightmass.ini

 ![HighresScreenshot00000.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/5/65b572d55ebf13facff87511547b075800e5fdef.jpeg)

 ![HighresScreenshot00001.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/e/e/ee3ebd47a7cddd6105be4d0ea0bbad05f48a45b5.jpeg)

---

<div class="post-metadata">

**Author:** ![Farshid](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/farshid/32/874107_2.png) [@Farshid](https://forums.unrealengine.com/u/Farshid)\
**Post date:** [March 28, 2019, 5:51am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1058 "2019-03-28T05:51:39Z")

</div>

i dont know why we cant bake in unreal without lightmaps !!!  
this lightmap creation is only wasting our life  
creating lightmap and setting density for each one ! why ???

its unigine baking system no lightmap no artifacts !!

[![](https://developer.unigine.com/devlog/20180426-unigine-2.7/voxel_probe_interior_1_sm.jpg) ](https://developer.unigine.com/devlog/20180426-unigine-2.7/voxel_probe_interior_1_sm.jpg)

[![](https://developer.unigine.com/devlog/20180603-unigine-2.7.1/voxel_blend.gif) ](https://developer.unigine.com/devlog/20180603-unigine-2.7.1/voxel_blend.gif)

---

<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 28, 2019, 10:11am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1059 "2019-03-28T10:11:33Z")

</div>

> [@](#):
>
> 4.22  
> i see dark areas in corners again  
> lightmap generated with 3ds max  
> its quality is better than old versions  
> but we cant control baselightmass.ini

I’m using exactly the same scene and seeing zero dark corners:

 ![image_160697.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/4/846a82545e4d229823f934036bab67b78b5299ae.jpeg)  
 ![ScreenShot00001.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/c/dc7023a544a443ea93dbf032139a79f5a709d709.jpeg)

---

<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 28, 2019, 10:22am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1060 "2019-03-28T10:22:08Z")

</div>

Let me reveal the real problem: UE4 has an internal ‘2 texel padding’ rule, however not many people know about that, even the UE4 auto UV gen algorithm and the official documentation, which makes them either bugged or misleading. Basically it is about:  
When you creating lightmap UV manually (or using 3rd-party auto UV gen, like Maya’s UVLayout, which is what I use usually), say targeting a resolution of 64x64, you should instead treat it like a 62x62 map and snap the UVs to 1/62 grid;  
When you use UE4’s auto lightmap UV gen, the algorithm is supposed to subtract 2 texels automatically, however it is currently bugged and not doing that.

I fixed it but the fix will in 4.23 in the future. However for 4.22 you can manually set the min lightmap resolution to 62 to workaround the problem (note that this workaround doesnt work on previous versions, because they are bugged even worse :(). On the other hand I had the UE4 documentation corrected.

So for the mesh shown here (‘Box\_Test\_0’), what I did is just using ‘Generate Lightmap UVs’ and a Min Lightmap Resolution of 62 - and the problem is gone.

> [@](#):
>
> i dont know why we cant bake in unreal without lightmaps !!!  
> this lightmap creation is only wasting our life  
> creating lightmap and setting density for each one ! why ???
> 
> its unigine baking system no lightmap no artifacts !!

Talking about other techniques in a separate thread is ok, but probably not a good idea in a thread about a lightmap baker :o. That being said, while the lightmap based workflow is frustrating, lightmapping in UE4 should have been much better than its current state, if it were not serioursly bugged ☹ I’ll try to fix the bugs and see how far it can improve, and let other people work on alternatives meanwhile.

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