Luoshuang's GPULightmass

Work in progress using GPU Lightmass. 1.5 hours on extreme settings.

Do you plan to support 4.21.0? Any ETA for this? Thanks.

https://forums.unrealengine.com/development-discussion/rendering/1460002--s-gpulightmass?p=1550984#post1550984

I’m sure it’s a pain in the ■■■ but it would really nice to get your 4.20 version lightmass for 4.21 I would really like to use some of unreal studio features for 4.21

I’m keen for a 4.21 version as well, even without any overhaul/new features :slight_smile:

Sometimes have some annoying black splotches.
I use GPU Lightmass Unified Settings.
could you help me somehow ?
(Look at the elevator net fence.)

This is likely to be a known issue with the current version, if it is possible you can send me the scene (potentially simplified) and I’ll test whether the next version has the same problem - it is supposed to be fixed.

I will send you whole scene cuz I do not know what causes that problem :slight_smile: …it is only a few GIGs :)… maybe less after migration to empty project.
Thank you!

email with link sent to your email.

@Muchasty

I think I can say that the problem is high likely gone in the new version. (High likely, not definitely, because material support hasn’t been port over. You’ll also see some lighting difference due to that)

Thanks! When do you roughly plan to release new version of the GPU Lightmass ?

Did you think ab sth like a bias for the energy of bounced photons to give more soften light to the darker parts of the image ?
Some kind of GI that is more perceptual than photorealistic.
For example when you have a room with small window most of the energy concentrates at the area of wall near that window. But it would be nice to push that photons further without overpowering the window near walls area. Many people like that kind of clean, softly lighten visualizations.Something like V-Ray can give.
Maybe it is possible now with the GPU Lighmass and Baseligthmass.ini but I do not understand all that options inside.

Probably several months later, if it takes too long I’ll release an ‘upgraded’ current version.

Looks like it is somthing I can consider as ‘non-physically based GI falloff’.
Also, are you using the default ACES tonemapper without tweaking the ‘toe’ param? It is ‘infamous’ for darkening too much

Is there any chance we can get 4.21 update with current features of GPULightmass 4.20.x before “all-new” 4.21 update ? I, as I am sure many others, would love to get all that performance boost and new features of vanilla UE 4.21 and be able to build beautiful lighting in no time using GPULightmass.

Luoshuang! Luoshuang! Luoshuang!

This Work in UE 4.21 ?

Any progress with RTX cards? My PC still freezes.

Ue 4.21 plz plz plz plz

Hi Luoshguang, thanx for the incredible work. The GPU based baking is very efficiant and heklps me a lot.

One question i have: At the moment i dont get baked shadows from translucent material (on a static object) from a static skylight (hdri) with gpu baking. Only if I inlcude a direction light, its possible for me to generate translucent shadows from these kind of materials. Without directional light, the objects only (!) recieve shadows, but dont cast shadows.

What Im doing wrong or is this a general issue?

thank you and keep up the good work
ron

One quick question if someone can help answer.

With the RTX cards we should be able to preview lightmap baking or so I understood from the Gameworks Ray Tracing Demo but will we still need to bake the lightmaps on CPU or will the GPU do that? We might end up with different results then seen in the preview if the CPU does the lightmap baking, right?

I need to know if it’s worth investing in a good CPU worth £1000 or just wait for 4.22 to come and just get an RTX card which I’ll do anyways.

Thanks.