Luoshuang's GPULightmass

notice that there is a setting in BaseLightmass.ini called FireflyClampingThreshold which may affect the maximum brightness.

Can anyone answer this pretty please? :frowning:

Hi , I tried changing the threshold from the default 10 to 0.5 and 1,000,000 with no visible difference. I switched everything back to defaults with locked exposure at 1:1, skybox and skylight intensity at 1 and I’m still having an issue, so it doesn’t seem to be related to the high values at least. The unbaked Stationary and Movable SkyLight shows the desired lighting, yet when I bake, the diffuse contribution is black. Are there any other factors that can potentially cause this that I should look into?

Actually my bounces in general are lackluster, with no bounce at all from a Directional Light. Comparing the GPU bake to the CPU bake shows a pretty big difference in bounce light. Maybe there’s some other issue I’m having here

I think he is still working on it. He said several months at least, and since it’s a project in his spare time, he only has so much mental energy per week to commit to it, I’d imagine :). So I don’t expect to see it until later in 2019. , am I correct here?

GPU Lightmass, 90 minutes on maximum (128/32) settings. I found using the all-white HDRI image from the Marketplace’s Ultra Dynamic Sky, with a Skylight intensity of 10, worked well for lighting the interior.

After reading this I went back to one of my problematic environments and realized I’m an idiot too lol. My skybox was set to Cast Shadows (it needs a lit material for reasons). I turned it off and voila: Skylight’s working as expected, even at intensity 1 cd/m².

Now, for the city environment I mentioned, that skybox is unlit. So that one’s still a mistery why I had so much trouble to get the Skylight to work.

FYI, it’s a VR project, with forward rendering and I’m always using static Skylight.

I’m having a light problem, please help me fix it even though I tried many ways but the results have not changed

Be more specific. What is the problem there? Looks normal to me.

Hello! I running ue4 editor linux how to use gpulitgthmass under Linux? Did’t?

The artifacts we see in the screenshot, are caused for this reason?
“Ray hit rejection by LOD/HLOD hasn’t been implemented and you may see black splotches where lower LOD meshes poke out”

If yes, is there a way to avoid this?

Gpu lightmass can support multi bounce skylight now ???

Hi @Muchasty

could you pleas describe more in details this node use solution? I have similar sparks problem in shadowy areas.
thanks

Good job! Thank you!

Seems to reflect incorrectly, all the reflect of the floor is white.
and the shadow area here is also incorrect
How to fix it.
I tried on another project and there was no problem.

Im also getting this array bounds error on a custom source 4.21 build.
Im using the source (hybrid) install engine modification zip, tried full rebuild of ue4 and lightmass and clearing caches

[SPOILER]10:05:36 PM: Exception handled in main, calling appHandleCriticalError
10:05:36 PM: LogLightmass: Error: === Critical error: ===
10:05:36 PM:
10:05:36 PM: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:d:\ue4source\ue4wvxgi\unrealengine\engine\source\runtime\core\public\Containers/Array.h] [Line: 611]
10:05:36 PM: Array index out of bounds: 518 from an array of size 0
10:05:36 PM: 0x00007ff9ac3ba388 KERNELBASE.dll!UnknownFunction ]
10:05:36 PM: 0x00007ff91a3cab4a UnrealLightmass-Core.dll!UnknownFunction ]
10:05:36 PM: 0x00007ff91a233547 UnrealLightmass-Core.dll!UnknownFunction ]
10:05:36 PM: 0x00007ff91a1781a9 UnrealLightmass-Core.dll!UnknownFunction ]
10:05:36 PM: 0x00007ff674c973d9 UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FinalizeSurfaceCacheTextureMapping() [d:\ue4source\ue4wvxgi\unrealengine\engine\source\programs\unreallightmass\private\lighting exturemapping.cpp:431]
10:05:36 PM:
10:05:36 PM: 0x00007ff674c97b03 UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FinalizeSurfaceCacheThreadLoop() [d:\ue4source\ue4wvxgi\unrealengine\engine\source\programs\unreallightmass\private\lighting exturemapping.cpp:256]
10:05:36 PM:
10:05:36 PM: 0x00007ff674c7d0bd UnrealLightmass.exe!Lightmass::FMappingProcessingThreadRunnable::Run() [d:\ue4source\ue4wvxgi\unrealengine\engine\source\programs\unreallightmass\private\lighting\lightingsystem.cpp:1389]
10:05:36 PM: 0x00007ff91a3ca380 UnrealLightmass-Core.dll!UnknownFunction ]
10:05:36 PM: 0x00007ff91a3ba951 UnrealLightmass-Core.dll!UnknownFunction ]
10:05:36 PM: 0x00007ff9af813034 KERNEL32.DLL!UnknownFunction ]
10:05:36 PM: 0x00007ff9afe31471 ntdll.dll!UnknownFunction ]
10:05:36 PM: === Critical error: ===
10:05:36 PM: [/SPOILER]

I tested on Windows 10, and it close fast after requenst admin permissions. I delete


CALL :UAC

in your .bat and all work. I thinkm that in W10 other logic get permissions. Thank you for work!

  1. I have around 300 materials, started to search for two sided mats manually. I looks like I’m still missing some, because my scene is still so dark and missing multi-bounce. Is there a way to make search or bulk modification for two sided materials?

help will be appreciated very much :slight_smile:

It looks like your problem is how your reflection captures are set up, not the lighting. I suggest you go through the reflection captures documentation.

Hey guys, first of all i have to thank and all the supporters because GPU lightmass is a game changer! It is a milesone in real time !
I have a problem. I have PC and Laptop. I have installed UE4.21.1 and GPU Lightmass Situx Installer - i did all the same on both computers. I wanted to show WIP to customer in VR on laptop so I have copied the project and start it on laptop. Everything is OK, the light is built and all but i have strange issue. Green leafs of plants are different on laptop than on PC. It is black on laptop and beautifull green on PC. It is simple texture - only base texture. I really don’t know what to do. Lightmap res is the same, setting (enable error c) same, all same in my opinion (copied straight forward). I even rebuild the light on laptop but it didn’t help. Also changing to movable, changing lightmap res doesn’t work. It helps to change the mat to emmisive but it looks stupid then.

hey,
Something really strange just happened to me, without chaning something from the one to the other minute GPU lightmass gives me this Error.
Any idea why the heck this is happening ? my last lighting build was literally 3 to 5 mins before and without any issues.

<None> === Lightmass crashed: ===Unhandled Exception: 0x80000003
Unhandled Exception: 0x80000003

0x00007ffdcea50311 GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce94ad0d GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce96d03c GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce9759e4 GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce95f0c0 GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce9768a3 GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce97a84a GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce945fa2 GPULightmassKernel.dll!UnknownFunction ]
0x00007ffdce94c519 GPULightmassKernel.dll!UnknownFunction ]
0x00007ff7c8bdd77a UnrealLightmass.exe!UnknownFunction ]
0x00007ff7c8bfa83f UnrealLightmass.exe!UnknownFunction ]
0x00007ff7c8be8060 UnrealLightmass.exe!UnknownFunction ]
0x00007ff7c8b4527c UnrealLightmass.exe!UnknownFunction ]
0x00007ff7c8b5b33c UnrealLightmass.exe!UnknownFunction ]
0x00007ff7c8b6d7a7 UnrealLightmass.exe!UnknownFunction ]
0x00007ff7c8c2d010 UnrealLightmass.exe!UnknownFunction ]
0x00007ffe4eec7e94 KERNEL32.DLL!UnknownFunction ]
0x00007ffe512ea251 ntdll.dll!UnknownFunction ]