Luoshuang's GPULightmass

Prometheus - GPU Lightmass Overhaul

Lightmap UV Testing
4.22.0 Release: 4.22.0-Release - Orangedox
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:


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