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Luoshuang's GPULightmass

They’re going to implement their own solution based on Raytrace technologies. It will be a LOT more faster than the actual GPU Lightmass solution based on brute force.
If you’re an Epic Dev (studio working with UE4), you have access to the code and you can implement it by yourself. Otherwise, you will need to wait the next unreal version to get this new lightmass solution.

this is revolution in light baking.

Hello @Luoshuang , great work with this, very much appreciated!
I would like to ask about compatibility with rect lights, are there any plans for integrating that in the near future?

Thanks :slight_smile:

did anyone manage to make it work with latest UE 4.23 preview1 ?

Hello

I would like to share with you my first project Archviz in Unreal Engine

I’m interesting in receiving all your comments.

I hope you like it

[https://youtu.be/eF6gibe7qi0

@Luoshuang](https://youtu.be/eF6gibe7qi0) thanks.

For anyone not keeping up with the thread, GPU Lightmass is no longer being developed by Luoshuang. Also, I’m pretty sure he doesn’t use that user name anymore. His new user name is YujiangW

Quote from his post page 78
YujiangW
Supporter
#1156](https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass?p=1626559#post1626559)
06-01-2019, 07:40 AM
Hi, I’m Yujiang ‘Luoshuang’ Wang.
I have open sourced GPULightmass here: GitHub - AlanIWBFT/GPULightmass: Luoshuang's GPULightmass for UE4
With the development of an official GPU Lightmass using DXR starting, GPULightmass is in a frozen state now. Its life is up to you community members!

Ohh thanks a lot for the heads up, man! Really hoping his legacy will be continued!

Hi,
I am using the GPU baking function quite often. Due to the change to an Nvidia RTX GPU I have a bunch of questions. I would be very gratefull, if someone can comment or answer them:

  • Will there be a GPU baking version for 4.23 ? I use 4.23 (preview) now, because twosided foliage will be rendered with shadows and ao now in raytracing mode.
  • Does raytracing GI for example “revolution” the way of baking lightmaps? I have not really a clue, but it seems it could speed up this process somehow a lot.
  • When will be the GPU baking officially implemented in the UE4 engine?

thanx a lot and greetings,
Ronald

p.s. the post above mine explains almost everything i asked. Reading makes smarter i guess. ;-(

Hi everyone,

After working on 3D visualisations for a while I have recently worked on an Unrel VR project and I feel quite amazed about the results.

I was not able to use the GPULightmass yet as my graphic card was not in the list.

As I want to buy a new computer to improve my workflow it would be great if anyone can give any info about those graphic cards that are in the list for using the GPULightmass.

Many thanks in advance.

Harl

try to make it work, run it with the script, replace files and it does not work, keep calculating by CPU my current version is 4.22.3

After I use GPU render, it’s fast but I get these light spot at my wall. Could you help me to fix this?

Here is the screenshot

go back few posts earlier:

increasing TDR delay to 300 solved out of memory issue.
PC Specs:
i9-7980x
32 GB DDR4
Zotac GTX 1050 ti

Hy everyone !

I want to show you my latest work with GPU Lightmasss.

https://www.youtube.com/watch?v=jM2twtXTghc&t=3s

The rendering takes 3h on 1080.

I hope you like it

Apologies, but can someone clue me into where I can learn more about this official GPU Lightmass development?

good job. i heard Luoshuang is hired by epic. so GPULightMass will improve greatly in future. fingers cross :slight_smile:

It won’t be getting improved as he’s no longer working on GPU lightmass. Read the thread.

He is however working on improving current lightmass and working on a future version. GPULightmass however is open source and nothing to do with him anymore.

I used the 4.21 version of this and had a bat file to change quality config. the version of 4.22 I downloaded doesn’t have anything like this nor an uninstaller. Help please :_D

Has anyone been able to figure out problems like this where it seems like indirect lighting just doesn’t work? Using 4.22.3 and running into this problem with no bounce-lighting on ceilings, on a purely indoor scene with just point and spot lights.

Yeah it’s bugged in 4.22.3, see Issue with Parameter Texture Object node in 4.22 - Unreal Engine Forums
It seems fixed in the current 4.23 beta build (preview 3)