Luoshuang's GPULightmass

For me, it helped to change **MappingSurfaceCacheDownsampleFactor to 4 or even 8 **value in BaseLightmass.ini

Done, updated for 4.21

just thought I’d pop in to say thanks for all your work! GPULightmass is amazin’ and I’m using it for everything I don’t need HLOD clusters for. Saving me a huge amount of time.

hey ! Awesome work on the 4.21 release, GPULM is a tool we cant work without :smiley:

I just got this error after trying to bake lights on datasmith model, wonder why it happens on this one only ? (also the first time I see a primitiveCount >0 error)

Cheers !

Same here. I get no error though, it just stops the baking. Works in empty scene.

Thank you so much… :slight_smile:

Millions thanks to Loushuang and Situx Your life time saver the scripts you made woks perfectly on my RTX gpu My job work flow become easier faster ,I can baked project very fast and I can switch the quality settings without restarting unreal ,…

Thanks Again.,:):D:)

I receive an Unspecified Launch Error when GPULightmass on radiosity cache 3/xyz

, how does GPU Lightmass determine how much VRAM it needs? It loads all level geometry, materials, and then makes lightmap (image) files, right? It seems to vary build-to-build; my 1080 ti 11GB has been fine but I’m wondering when I’ll hit the limit if I make my design larger, go to 4K textures, etc. Any way to check on specific things using VRAM during a command line build simliar to what Octane Render does? Thank you again.

Hello, !
I was very inspired by the pictures of your plugin and decided to try it with Unreal Engine 4.20.3
But one error constantly disrupts the whole process.

I got latest drivers Nvidia on two Geforce 1080 cards
I changed Windows TDR to 300
Lightmass is fast preview

Can you help me with it?

I just start to use this project. I installed it through Situx’s script to UE4.21.1. Somehow I got no indirect lighting effect for static lights in my scene. It appears that light building was completed before GPU lightmass process finished.

Well, I just found the static lights that don’t work are all part of Blueprints that do not have lights as the root. The default CPU Lightmass can handle BPs that contains lights but the root component is something else, e.g. a static mesh

Most outdoor scenes look a lot darker for surfaces in the shade. That may be due to Skylight Stationary not being supported. The results are the same no matter Skylight is set to Static, Stationary or Moveable before building the lightmass. I did some manual compensation by setting Indirect Lighting Intensity for Skylight to 2. Interior scenes all look great and the building time is much shorter.

Hi, after I installed 4.21.1 the installer doesn’t find UE anymore. Anyone else has experienced this problem?

All good over here, on 4.21.1. However that doesn’t mean much :wink:

Can you tell me (screenshoot would be great) what do you have in the following registry leaf? HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\4.21

Thanks a ton , got a nice quality render in 45 minutes with a Titan X, that would have taken probably day or more with a top of the line CPU.

Heres my results from few months back finally got around to uploading it.

Hi! Please tell me how to get rid of noise and stains on the walls when using GPULightmass. Unreal 4.21.1
Help, please !

This is strange, I guess I have to reinstall 4.21

Seems like it… maybe you stroke a bug within Epic launcher?

To save hard drive space, I cleaned up my DataCache folder and expected to re-compile all shaders again. But in some scenes, shaders were not correctly rebuilt and there are random black blotches or darkened faces. I cannot even fix that by rebuilding light. Did anyone experience the same issue? I need to copy and read a project on a different machine and that problem may be a roadblock