Luoshuang's GPULightmass

Exactly the same problem. Skylight doesn’t affects the scene at all, all black for some reason… weird thing is that i have the same gpu… gtx 980 ti

love the gpu lightmass all the same, just reporting

I mentioned it in one of my posts. Same problem. Solved by setting my skybox mesh to not generate shadows. Sometimes, even with Unlit materials, I have to disable generate shadows (set a lit material, untick the shadows setting and set your Unlit material back).

Working now, thanks. Your workaround seems to be the thing that fixed it.

Thanks a lot for your plugin!
It just saved our lives on an impossible delivery. ( GPU Lightmass in Unreal Engine 4 - YouTube )
I can’t even remember what life was like when we used 3dsmax and Vray :wink:
Cheers

Hi all, im having some problems with te rectangular light and emissive material why the secondary bounce are not calculated there is a way to solve this defect?

Have you found a solution t this??

I’ve used the script installer to get better results (LightmassConfiguration.bat). With Ultra High Quality the noise is less noticiable, with Extreme and Insane quality the noise is gone.

Try doing testings with a basic level and see if some of these settings are ok for you.

Also, try disabling (if you haven’t already) texture compression in general settings of your scene.

Has anyone encountered this issue? Skylight set to static results in no lighting, but set to Stationary does:

Static:

Stationary:

The only difference between the above two is the Static vs. Stationary setting.

The original post says:

But this doesn’t seem to be the case…

This is with Ultra Dynamic Sky and 4.20 unified settings, if that matters. It has a sky sphere but it’s definitely set to not cast shadows.

Thank you a lot, now the problem is solved! :slight_smile:

Im having an issue in 4.21.2 it is still only using CPU to build lightmass. Ive used the installer and checked the settings to make sure CPU is disabled in the baselightmass.ini but i still see 100% usage on CPU during the entire build. Is there something im missing?

I had to switch to CPULightmass, which I haven’t used for quite some time, and it’s so horrible :frowning: Even q3map2 map/lighting compiler for Quake 3 is much more stable and predictable, and it’s an ancient small app! I have black polygons where there shouldn’t be any, even with Production quality settings. Lightmap UV map is perfect, there is nothing that should stop CPULightmass from building lighting properly on those polygons :confused: Several editor restarts and tweaking “build settings” on static mesh seem to fix the issue … until next restart :confused:

I keep my fingers crossed that you are not burnt out after 4.22 release and that we’ll see updated GPULightmass shortly after :o

Where can I find these options (Ultra High Quality,Extreme,Insane quality)?

Are you using your multiple gpu’s ? or only one?

Only one. My non-display gpu.

Hi ,
did you had a chance to update script?
thanks

I’m currently super bussy with work, which is always a good thing. But sadly it’s keeping me far away from unreal, so I have little or not time to update it. The code is there, anyone with some skills can do the dirty work and update the hashs. Just send me a pull request and I’ll gladly merge it.

Unfortunately I dont have those skills.
Regards

Hi guys,
Hi share with you a scene that i’m working on with gpu lightmass.

video link :

I am quite happy with the result since it took 4 hours to bake with 1080ti. It’s look like I have better results than CPU in less baking time so many thanks to for amazing work!

I set Lightmap resolutions to 512 max but sometimes I had to split the mesh to get good enough shadow resolution. General settings for GPU lightmass are set to “insane quality”.
If you have some tips to get better results I would be happy to heard your feedback. Also if you have some questions feel free to ask!

Hallo,
thanks to this awesome GPU render. Here is my first small project I work on, it is still in testing stage. I work on windows application, also HTML5 is possible now such as android. (yes, with a lot limitation) Now I am trying to export 360 VR also. These examples are from windows version:

https://roundme.com/tour/374551/view/1281826

Anyway, is in plan to add own light sources? I know that it is possible to simulate all by emissive material, but in backward doing solution for GI this method produce a lot of noise. SO would be cool to have own GPU forward computing light sources with subdivs parameter or just something better than UE lights. I just hate the crazy quality and bottle neck CPU power of UE lights.
Also is different of memory consummation between GPU or CPU GI? I have actually the biggest problem with GBram, not with Vram. I have 64Gbram and 11 VGBram. This scene took more then 64 gigs and just 8 VGBram. SO I would do better resolution for textures, but I am actually limited by GBram of my computer. I used the CMD line to save some ram, but that is just not a solution.
Also a support of translucency (just for courtains) would be great :slight_smile:

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