Luoshuang's GPULightmass

Good morning everyone. I have a problem when building the lights. Out of Memory Could you help me Christian Lugo

https://forums.unrealengine.com/development-discussion/rendering/1460002--s-gpulightmass

The latest version of the script should work with 4.21.1, but there could be bugs:
https://.com/sgeraldes/LightmassConfiguration

Not sure why, so if you want to troubleshoot, let me know what you can find in the following registry key:
Computer\HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\4.21

​​​​​​​You should see something like this:

https://forums.unrealengine.com/filedata/fetch?filedataid=157249&type=thumb

Dear all,
I’m using GPU lightmass calculation.
I have 2 light scenario level and one persistent with geometry.
On both light scenario I have spotlights that I duplicated from one and moved to other light level , light values were modified afterwards.
and now
after calculating lightmap on one level and opening other one witch had already calculation done Editor indicates me that I need the recalculate light for those spotlights on this level.
and vice versa. even when I do calculation for both level together after successful run have same warning on one level.
If somebody understand what is going on with this?

Hallo,
is rectangular area light supported? Is there any way to do rectangular area light source? Is material emission supported?
Thank you.

Both work fine for me, set them up the same as with CPU (default) lightmass.

I have also two light scenarios(day/night) without problem.

Maybe make sure you have really these light in level you want and make sure you have checked “Toogle light scenario” in levels with lights.

thanks,
in fact I did check it already, but will double check it.

My suspiciuos was to how i added spotlights to night level , it was by copy paste or duplicate. I had impression that this leavs some kind of link. Beacuse what is a sense that by calculating on one level it changes status of lights (already calculated) on other level??
by the way meshes looks lighted correctly.

Nope, Rectangular area light is not simply working. I have tested it in 4.21GPU and 4.20 CPU - same scene and as I thought from previous test, the GPU version does not see any rectangular light. So in the GPU version are only “primary rays” that are done every time by CPU (for all types of lights) but there are no other calculation of secondary rays (secondary bounces) by GPU. So the result is simply without any GI on GPU version but you can see just first rays - anyway, that is wrong.

I have tested also Emissive material. It is working good seems to me (needs to be emissive material + turn on emission in object properties)


tomtnt, good testing, I stand corrected :). I’ll try myself but I believe that I’ll see the same results.

Lets hope upcoming Lightmass will use OpenCL too as i just got Vega 64 cheaply and it has massive power for calculations.

compare nowadays renders Vs unreal ligtmass is lightmass so old technique. I would like to see some GI baking tests by Vray CPU in Unreal - but there is not much information now.
Anyway, GPU is fine, but It is very limited due the Vram size. If there would be medium expensive graphic cards with 32 or 48 or 64 VGram that would finally starts GPU calculations for masses.
Btw, a bit surprised me that Unreal is still using photons for secondary rays. (I stopped using them 10 years ago?..on the other hand, it was developed for games and I work in CG…)

you should implement nvidia optix denoiser :smiley:

I’m struggling with getting it work - seems directional light and skylight are ‘ignored’, as in it results in black areas. Exceptions are point/spot lights - these work.UE4 4.21.2, gpu lightmass is 4.21.0. Could it be version incompatibility?

I’ve tried different levels, in same project, replacing light sources with default ones, different intensity values (10 lux up to few thousands, for directional light). Stationary and Static.

All I did for installation, is extracting gpu lightmass files and replacing in ue4 folder.

EDIT: By accident, but it seems that sky sphere is blocking lightning from skylight/directional, which wasn’t the case few months ago/before installing gpu lightmass. Going to investigate it later

@tonoix I had kind of simillar problem, and had to change a sphere, correct her UV’s . It helped.

Unchecking on “Cast shadows” on sky sphere properties fixed it, I’m not sure why it was different, last time I’ve used UE4 was 4.18 (and it wasn’t blocking sky/sun lightning then), I can guess that few versions update changed something

I am having a problem when I build lights. It is giving me an error “Invalid device symbol”. I am attaching a screenshot of my problem. Please help.

I am having a problem when I build lights. It is giving me an error “Invalid device symbol”. I am attaching a screenshot of my problem. Please help.

I have did another small test with HDR backgorund for GI. I will send all test later, but it seems to me it is not working right. Practically, there are 3 basic ways how to create IBL. You can load HDR by skylight or you can create mesh sphere to light te scene by loading HDR or EXR (they have different mapping)
But in any case, I didn’t get same result as in 3DS max + Vray. There was no different between loading HDR in to skilight and using EXR on mesh. The HDR on mesh was absolutely blured.
The biggest problem was with precision of shadows. It seems to me, that HDR that is used for calculation is in much smaller resolution then you are loading. So the results are just tints by HDR but there is no visible dynamic range in the light.
I have to do another test by CPU also. Every time I am using the same files as I render in 3ds max to compare results.

How GPU render does manage the HDR(exr) files ? Is it supported and how we should use it to get proper results?

why,black,here

why,black,here
[/QUOTE]

Double check UVWs and material. Seems to be there.