Luoshuang's GPULightmass

Hi Luohuang and Situx,
can you confirm us if you are working on a release for Unreal Engine 5. When it´s true can you give a roadmap for this?
Huge thanks for your contributes and for the nice lightmass!

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it would be nice
the old GPU Lightmass is the best solution for static lighting until now
easy to tweak, fast, no shadow/light leaks and creates a nice illusion of light

I’ve been trying the Epic GPU Lightmass but is not suitable for at the moment

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I agree that the old GPU Lightmass delivers a better result out of the box, but I use Epic’s GPU LIghtmass for scenes all the time. It is suitable. It works well and gives nices results too. You have to crank values up, and in some cases you will find that it causes many artifacts. But still, it is absolutely usable.
I don’t understand who says its not. They must be doing something wrong.

This is not the place to talk about that particular subject, man!

Hello Brother,

Could you update 's GPU lighmass to Unreal Engine version 5.0.1?

Me and many other people are very anxious just waiting for the updated version to be released, please!

If possible and if this process takes some time, a good suggestion would be, as @omaassen said, to record a video tutorial for example, showing us how to update 's GPU whenever the engine is updated.

We who work with need this plugin for better rendering and shadow detailing results, as Epic’s native Lightmass GPU or Lumen or PathTracing, none of them compare to Luo’s wonderful Lightmass GPU. Despite the release of UE5, this is still the best rendering option at the moment!

Thank you in advance for your attention, great !

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Although Lumen GI is quite good, but UE5 will be better with 's GPULightmass

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TL;DR I’ve hit a snag with the latest version of UE5. I’ll keep pushing in my spare time, but for now I am unable to build a useable UE5-compatible GPULightmass.

I’ve spent some time over the weekend trying to build a UE5.0.1 version. Due to some changes to the base vector types in UE5.0-release, this time around, there were quite a few conflicts in the process of cherry-picking GPULightmass on top of UE5.

It took me the better part of the weekend trying to figure out what needs to be done just to get it to compile and run without crashing.

Although I did finally manage to get that done, the results are unfortunately unusable - no bounce lighting and weird lightmap artifacts.

At this point I’m not sure I can continue without a deeper understanding of the changes that were made to the UE5 internals and how those apply to GPULightmass. Maybe a quick Zoom call with (a.k.a. ) will be enough to figure it out but, to be honest, I am too busy with my day job during the week to devote any significant amount of time to this effort.

As you can see, a simple video tutorial is unlikely to be sufficient.
I’m sorry I cant give you better news right now!

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Right Brother we will wait

My brother @, thank you very much for your efforts!

I’m really sorry it didn’t work on this initial attempt :confused:

I’ve been really looking forward to this Luo’s gpu lightmass update, every day I come to this forum article looking for a solution.

I would like epic’s lightmass gpu to have the same performance in terms of quality, improved shading, absence of relevant light spots and leaks, speed, lightness, etc. In addition to the NO need for RTX graphics cards to operate with it. Unfortunately, Epic’s native gpu is different, it requires much more resources and time spent for a not so satisfactory result with stains and artifacts (especially on corners of walls), and all this negatively impacts the development of projects for ultra-realistic architecture visualization.

I understand that making a simple tutorial is unfeasible, but I really hope that together we can find a solution to make the GPU created and built by the great work as has been happening in the latest versions of UE4 (4.19 - 4.27).

Would you or someone here on the forum be able to contact () to report and try to update/adapt the GPU to the new version 5 of the unreal engine?

pleasee

On behalf of the community, I thank you in advance for your attention and your contact. We are waiting for any news.

Have a great week and any updates let us know! please

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thanks for your time

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It demands a high complex work with the code. Unfortunately probably it will take some time to turn around all the problem them are facing. The UE5 may changed some lights features due the implement of Lumen. Let´s hope them find a way to turn around this issue as soon as possible.

I’ve spent some time to fix GPULM fallouts from large world coordinates (LWC) changes and uploaded a 5.0.1 compatible version to for @ to work on :slightly_smiling_face:

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This is wonderful news!

I look forward to seeing this updated and working! :D:D

Thanks for your time , good to see you here again! I’m sure this update will be of great use to our community.

Let’s hope @ makes this a reality and continues to help us here :slight_smile:

Have a great weekend to you all

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My dream will soon come true, on behalf of the UE user community for thank you very much

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GPU Lightmass 5.0.1

Download

Source code

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OMG . thanks so much :heart_eyes:

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Thank you so much for this GREAT contribution, really!

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thanks man!

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You are a life saver, thank you <3

HI. can same one share LightmassConfiguration for 4.27.2 version?