I tried to install this to give it a whirl, and I’m getting this error when I try to build lighting. I already did the TDR fix and nothing changed. Any ideas? <None> === Lightmass crashed: ===
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\Containers/Array.h] [Line: 610]
Array index out of bounds: 2048 from an array of size 0
This error is unrelated to GPULightmass actually. It’s the editor timed out for rendering viewport. You can try the command line trick to prevent this.
I believe this is also unrelated to GPULightmass since it looks like the famous SwarmAgent cache problem. Try cleaning cache in the SwarmAgent window.
Huh, after deleting/reinstalling your Lightmass and restarting UE4, it worked.
EDIT:
After running a few successful tests on smaller maps, I tried to run a bake on a pretty big map using the command line. After the “Building BVH” bar gets to 100%, I get an error that says “invalid argument.” When I press OK on that, it gives me this: https://i.imgur.com/pwswHGe.png
Your work is incredible! And it makes me question Epic’s priorities regarding its engine … Lightbaking by gpu is so important to indie developers that it should already be present in the engine. You have proven that this is possible and that besides the huge advantage of rendering speed, it still has an exceptional quality compared to the Lightmass standard.
Thank you very much for helping the community in ways that Epic does not care.
You need to read how important your contribution is to staying motivated! Congratulations!
just a question to anyone who can answer me:
in one of my scenarios, the lighting is all black, except for the direct light of the directional light (without indirect lighting). I left the light source angle value at 1 and I deactivated the Use Area Shadows option. This light is static.
In addition to directional light, I have a skylight with an hdr, also static light that does not seem to be illuminating the scene. the result is all black.
While I would like to work and debug the problems you guys have, I’m currently on my relocation to Cary, NC and my desktop computer is still in transport so I cannot work on codes. Sorry for that!
I finally build one of the 3rd party UE4 forks with GPULightmass. How would I know UE4 is using GPULightmass and not vanilla Lightmass ? When I built lighting on a very small level, I didn’t see any special progress indicator. Everything seemed as usual. Since level was tiny, I can’t really tell building speed difference.
I had the issue with freezing baking status windows when I switched lightmap resolution to 4K, but 2K worked fine. Please lower some lightmaps to 2K or lower.
Initially I followed the instructions, copied files where they should be and of course those files got overwritten during solution build process. That’s why I wasn’t getting any indicator for GPULightmass building lighting.
However, after I copied GPULightmass files over the freshly built engine, I got this error (screenshot attached). Any idea what’s going on?
Thanks beforehand
P.S. I am not sure why it’s not taking this path “…/Win64/GPULightmassKernel.dll” - the file is there.
P.P.S. Now that I am thinking about this in the morning, I might have updated the source with newer release, but never updated the code in Lightmass.cpp
similar to wilkes, I’m getting an error (attached)
Its not consistent though, was just testing a scene and went down to a very basic level, basically just a simple plane and point light. When that was the only object in the scene I would get that error immediately, however if I added a second mesh to the scene it would bake fine.
I used the high quality settings on a scene i am currently working on and when it baked, the lighting was extremely bright and blown out compared to default ligtmass.ini. Also, I have so much blotchy noise, even with the light turned way down its completely covered in noise. Should I have to completely rebuild my lighting from ground up to use this tool?
EDIT: MY BAD! I USED A LOT OF EMISSIVE AND AFTER SETTING BOOST TO '0’ON EACH MESH WITH EMISSIVE THE SCENE RENDERS REALLY NICELY. GREAT WORK:P