I am am getting very strange jagged artifacts, on some of the borders, mostly on 90 grad intersection between objects. I don’t have this issue with using of CPU Lightmass.
Here is a some screenshots comparison between GPU and CPU bakes.
All Lightmaps have enough resolution, so there is not a point.
My GPU Lightmass stopped working as well, and I’m running a Titan V externally on my laptop. Now that you’ve isolated the issue, I’ll try it on my internal GTX 1080 and see if the issue is still there.
I am not sure but it looks like I found what was a issue. It is all about Num Indirect Lighting Bounces. When I set it to 20 the lighting quality will be correct calculated but jagged issue clearly appears. When I set it to only 2 the lighting will calculate not photorealistic without additional bounces, but jagged completely disappear!
I’m having an issue with undesired AO generated from the normal map. As you can see in the image below, the crevices created by the pixel normals are being filled in by AO, and this process seems to be subject to some aliasing because the lines are broken up. I don’t want any AO there at all, though. I’ve removed the AO input for the material, turned off lightmap directionality in the material, doubled the lightmap resolution, and set the static lighting level scale to 0.1, all to no avail. GPU Lightmass is set to medium.
I wanted to test this with CPU lightmass as well, but after leaving it running all night on 5 PC’s, CPU lightmass was still at 0% (calculating sky light bounces), whereas GPU lightmass completes the scene in about 20-30 minutes, so I decided to shelve that endeavour and ask for advice here instead. How do I get rid of that ugly AO?
Is it really normal map? Or is it part of the model’s geometry? Because, be default, Unreal doesn’t use normal map information in Lightmass.
Anyway, there’s a setting to disable it in Project Settings ► Engine ► Rendering ► Lighting ► Use Normal Maps for Static Lighting
Also, try disabling AO in Lightmass settings. Sometimes I find the light to be more realistic with just light bouncing calculated, without forced AO.
Aye, it’s definitely the normal map. The geometry’s just flat. If I bake using the same material without the normals, and then apply the normals again after the bake, everything is fine. It’s a hassle to remember that, though.
It’s good to know there’s a global setting to turn off normal map usage in lightmass, but I’d rather keep it and turn it off for just one material / object. I’ll do a bake with it turned off, and also one without AO, and see if I still get good results in the rest of the scene. Thanks!
Two files in the zip: Engine\Source\Programs\UnrealLightmass\Public\SceneExport.h and Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp.
You need to either replace the two files, or use a diff tool to apply the patch to your source build. The change is about copy dependencies and reading ini files.
Hello…I am trying the mapper for ue 4.19. But the massage under is like that.
What does that mean?
please, help me to fix the problem.
thank you.
<없음> === Lightmass crashed: ===
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:c:\ue4-gpulightmassintegration\engine\source\runtime\core\public\Containers/Array.h] [Line: 610]
Array index out of bounds: 1052 from an array of size 1052
Kind of hard to see on your screenshots, as every shot has a different angle. But seems to me you have rotated UVs, even if red, the artifacts seems to be related to UV resolution, and more importantly texels not been aligned to the edges. You can even see some blue lines in the same locations. The fact is that GPU lightmass is much more sensitive to this issues than CPU. I believe this was discussed in this thread before.
Well, that source you shared a few posts ago doesn’t seem to work with binaries for 4.20.2. UE 4.20.3 builds fine with it, but then if I use .dlls and .exe from binary package for 4.20.2, Lightmass (swarm rather) fails. If I only use GPULightmass DLL from binary package, I get this crash: <None> === Lightmass crashed: ===Assertion failed: (Index >= 0) & (Index < Arr - Pastebin.com
I probably need 4.20.3 binary package from you in order to make it work with the new source you released a few posts above.