Luoshuang's GPULightmass

@Jimbohalo10 - I did the same as mentioned by you in binary of UE 5.1.1 after updating but it doesn’t work. Still its using CPU lightmass not the GPU lightmass after I added those lines in baselightmass.ini.

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Can some one please make the binary for UE 5.1.1 same as old way it will. it will be great contribution as always.

@ - Dear plz help if possible.

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@Jimbohalo10
Can you archive the GPU Lightmass for 5.1.1 like you did before? That would be awesome!

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Hi @Nick_Tarasov , @3darchstuffs.com, @Olegsbr ,

The file GPULightmass-patch-5-1-1-v1.zip contains the files that have been tested on my BINARY version of 5.1 that has been updated to 5.1.1 using the latest Epic Games Launcher.

This is a public repository and its on

I cannot fix this or provide support NO WARRANTY not intended for production look at README

I can only support final BINARY versions after they become stable.

With support of Market Creators I am working on future versions and we dont have any timescale except before 2024.

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thank you so much!

I’m testing here, and so far everything is working as intended…

It baffles me that ’s baked light is far better than epic’s… The light looks a lot more natural and there’s no seams between modular pieces. I use it not just because it is gpu and it’s faster, but because it is a lot better than anything that epic does regarding baked light.

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Many thanks to you! It is working well!

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@Jimbohalo10 - WOW its working like a charm. thank you so much. really grateful to you. Much appreciated. was in middle of a project and accidently had upgraded into 5.1.1 and was stuck. you saved me. thank you.

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Hello, please help me understand why Luoshung does not start for me. Installed several times different versions of the plugin in different versions of the engine and constantly the same error.

Hi @849 Welcome,
Ii have a pc WITHOUT a Nvdia Graphics card. My new PC is 2021, but uses an AMD grapics card.
’s GPULightmass uses ONLY uses Nvidia Graphics cards.

The Epic GPU Lightmass code needs at least a Nvidia RTX 2060 card which many of users/hobbyists cannot afford.

Go into Windows Task Manager Performance → click GPU and look at device name is the corner.

Check that the Swarm is set “Enable Local processing” and look in the Swarm log to see whats is happening

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Hello,

Thanks for this awesome work.
However, i’ve got a question :

As you can see, between some modular asset, there is those black seams (a bit like CPU light can do sometime).

Quality Build → Production
Compress lightmap → off
AO → Off
Every other settings is by default.

Should i’ve change something in the .ini ? or increase lightmap ? Thanks !

Lightmap resolution / texel density? (Squary colors)

256 for those mesh.

(Can’t take a screen cause the view mode is bugged with nanite mesh)

Maybe it’s a little low. Also it can be due to a texel not 100% coincident with the edge. You can also try tweaking the Indirect lighting smoothness, in World Settings.

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thank you , kind man, from the bottom of my heart

How much of the BaseLightmass.ini can you change. And also what does the FireflyClamp Setting do. Do I need to put it higher or lower for better quality, couldn’t find anything to that?

I found this about Blender Fireflies
noise reduction - Fireflies. Where are the options for clamping in 2.8? - Blender Stack Exchange

你好。我发现一个bug。当我替换5.11的最新文件后。在场景中创建后期材质保存时会崩溃

Hi @Jimbohalo10 please help me to resolve this issue baking use cpu not gpu
UE5.1.1

Hi @3darchstuffs.com same problem did you find fix it?

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Yes its fixed now