Luoshuang's GPULightmass

my GPU Lightmass Try !!!
Render Time : 1 Hour
GPU : GTX 1060

Congratulation!

Perfect lighting!
I’m curious to know if you had to configure something special in the lights…

my results are far from yours…
I have just a Directional light and a skylight with the default settings, and my scene is almost black… To see some indirect light I have to boost the indirect light intensity from to something like 100. But even then the results aren’t as good as yours…

Looking really smooth !

Could you share your lighting setups with us ? :slight_smile:

Thank you for the amazing work!
I’m carrying out tests with emissive material and following the indications I do not get satisfactory results to reduce the sparkle effect. By increasing the resolution of the lightmap on the affected surfaces, the effect tends to disappearbut is not the right way. Probably I mistake the positioning of the LightmassReplace node.

Can you post an image the correct positioning of the node?
Thanks!

The idea of LightmassReplace node here is to let you remove emissive completely. Generally it is a bad idea to use small and bright emissive materials with GPULightmass. However if you really need to have such kind of lights, a workaround is to place an array of static lights…

Any Chance for a 4.20 version? :3 Man can dream right?

https://.com/EpicGames/UnrealEngine/tree/4.20

Thank you, all clear. Will it be possible to use lenght light in the future?

this is my setting for this scene plus {large lightmap size 1024…2048…}
and nothing special !

Static Lighting Level Scale : 0.15
Num Indirect Lighting Bounces : 15
Sky Bounces : 5
Indirect Lighting Quality : 10
Indirect Lighting Smoothness : 1

Interesting, I guess I should try upping even more the Indirect Lighting Quality value, been using 6 so far… Thanks for sharing :slight_smile:

Hey guys, only Indirect Lighting Bounces is relevant to GPU Lightmass, see the first post:

“Lightmass parameters and quality settings specified in the editor are ignored except for Num Indirect Lighting Bounces

do people actually use Cinematic Scalability level?

Am I missing something here? Like some of these scenes look amazing, I installed it and it bakes fine (very quick!) but the quality is around the same? What am I not tweaking?

In case someone else have the problem with black results… I figured out that all the lights and meshes have to be in the same level… GPULightmass doesn’t support light of different levels, as the CPU does.

So anyone else have issues with the GPULightmass window, not showing up/working on certain projects? Now if i make a new project, the GPULightmass works no problem. But the project i want to test it with, only the default building lighting box shows up and keeps loading on 0%. I haven’t tweaked with any code or crazy project settings, so i’m quite lost as to what the problem might be. Any input or help would be greatly appreciated.

how did you get this dark corners free?

Is there a reason why a GTX 760 would be half the speed of a 960M, when every benchmark says the GTX 760 should be faster? Was there an architecture change that specifically benefits GPU compute like this?

Hi, the program is running, but it uses Shared VRAM instead of actual VRAM on GPU. My scene has a massive amount of surface(43737) to cache, so it takes up 16GB of Shared VRAM very fast and then crashes (16GB can only hold approximately 4,000 surface cache).
I’m using a GTX1080Ti and have 32GB of physical memory :slight_smile:

some support for Unreal Engine 4.20 preview 1 released this week?

Maybe test again? I have a skylight & directional light on the persistent level and some lights and meshes on streaming levels with lighting scenario. All works fine as intended.