Luoshuang's GPULightmass

Currently the reason why the number of rays is fixed is also tied to some algorithm details - but i’ll definitely make it changeable in the future!

The amount of video memory used is dependent on total number of tris and total number of lightmap texels (i.e. the square sum of lightmap resolution), so it is hard to estimate without seeing those data. However we may still have some hope - did you use the command line baking technique I’ve mentioned in the tips? It can usually save 1.5G~2G vmem since the editor is not rendering.

For the splotches problem, it is very similar to the situation in vray where you have a low subdiv in Light Cache settings and have Retrace set to off. This problem will be fixed next time I change the algorithm.

For the light leaking problem, Norman3D have already noticed it in some tests done with me. If you can also provide some simple scene reproducing the bug the it would be very helpful! :slight_smile:

GPULightmass bakes directional lightmaps which should support normal maps by natural. But if you want the bounce calculation to take them into account or let the result be baked directly into lightmaps then it is not supported, and I probably won’t support that since it has been proved to cause many problems unless you are targeting low-end platforms like mobile where directional lightmaps are not supported by the UE runtime.