Indirect Lighting isn’t supported right? How are we supposed to get GI then
‘How’ is not supported?
https://www.instagram.com/p/CkdYtFHMIcW/
What do you think, took a while to get this, i think it is ok for now
Solved, plants contributed to gpu running out and this led to crashing. Set plants to movable seem to work great. Took under an hour to bake lighting. Final Renders
I assume that you are building light in Preview Quality, You must need to switch to Production and those boxes will be gone.
Thanks Aidan! Switching even to Medium Quality removed the artifact in my simple test scene. I was under the impression that Lighting Quality settings did not have an effect when building with GPU Lightmass. I guess I was wrong
@brianegreen @shaguanwe @PucheDev
In UE 5.1 Preview 2 Build → Lighting Quality ->Medium
The default is always Preview in 5.1
and Scalability: Medium.
When you open the project, it converts and asks to make a copy.
Here is 5.1 P2 display
@ Hi Dear Can You Please make Loushang GPU Lightmass for UE 5.1.0 and the Installation of it same as old way. Thank you.
Hi master @, can you update GPU Lightmass to version 5.10.0 the same way as before please?
Once again thank you for all your contribution
@ Thaaaaaaank You So much Dear. Thank You.
Thank you very much!
Hi Pax…thanks alot for ur great effort…but unfortunately…when we test running build using this version (GPU lighmass 5.10) all scene become black (Note : all light setup as usual, this is first time happen)
…is there anyone 've the sam issue…thanks for advance
I have the same thing
Hi …I try to inactive GPU Lightmass…and run bake normally using the native swarm engine UE 5.1, and the result is still the same…everything is still black…so I guess…I don’t know, I could be wrong…there’s a problem with UE5.1 engine (Note I use installation through Epic launcher method)…anyway…I’m still pretty happy back to 5.03 version…everything so far works well…
anyone can share experience using version 5.1 + GPU Lightmass and success???
I have to say … I still prefer 's GPULightmass over the UE GPULightmass. Even in 5.1. I did a quick comparison, using an old scene without changing any of the Luo’s settings, but I tried to optimize the native GPU Lightmass a little bit without any success. So here’s my 's GPULightmass vs Unreal Engine GPULightmass in 5.1 comparison.
Luo GPULightmass:
Unreal Engine native GPULightmass:
I really like how Luo’s version has a way more seemless transition between individual meshes (look at the clearly visible transitino near the corner of the window in the UE version for example!). And the shadows are way more saturated, I guess it’s the light-distribution in general.
There’s probably a way of recuding the bounces of the UE Lightmass, but I still need to tweak around with the parameters…
Hi… SiLiUSD…
Wow… what a great comparison… u did success install UE5.1 + GPULightmass…
Well, I’ll try again to install it …maybe I miss a few step…
…
btw…is there anyone here already have experience dealing with large building scale using Luos GPU lightmass…my building is approx 8000m2, n i ended with quit error from UE5.03
You just have copy the “Engine” from the ZIP and paste (and replace) it into the “Engine” folder found in “C:\Program Files\Epic Games\UE_5.1”. If your scene still is black then there’s probably something else wrong with the lighting setup of the scene.
As for the 8000m2 Scene, are you running out of VRAM? You can check by looking at the GPU memory in task manager.