Luoshuang's GPULightmass

i manege to download and install creators drivers it didn’t help. please help

I’ve been testing new Prometheus baker and noticed that there is some blocky artifacts under plane with translucent material on the edge of modular floors. Otherwise it’s amazing!

Yep, translucent/two sided materials are not properly supported by Prometheus currently and they will cause trouble for objects behind them. Did Prometheus successfully remove the dark corners?

I just identified an issue with GPULightmass 4.21.0 unified settings and I uploaded a new one. The issue is it could stuck forever if you have a Turing card. Not sure if it will help with your GTX970 (Maxwell). But another known thing is in newer NVIDIA drivers 3D apps like UE4Editor take priority over CUDA, so if you leave UE4Editor running in foreground with ‘Realtime’ checked on the viewport it will slow down GPULightmass drastically.

You have exactly the same settings with me :o Maybe you can try newer versions like 0.1.0 to see whether it works.

I never had an issue with dark corners, so I cant tell if it did, but I noticed that sometimes dark line artifacts between modular meshes are present.

About this problem you will want to check whether the lightmap UV charts of the faces are properly detached and have enough padding. If you’re using UE4’s auto lightmap UV gen, you’ll want to abandon it immediately - it is seriously bugged until I fixed it, however the fixes are not in 4.22 and will be in 4.23 :frowning:

I do my lightmap uvs manually, rechecked them and yeah - padding is a bit too tight for the resolution I set (128^2). Just noticed you’ve uploaded new version of prometheus - will check it out asap.

You fixed lightmap generation!? that is literally the most exciting news I’ve heard in awhile! I don’t care if I have to wait for 4.23 :slight_smile:

Actually it is not fixed by me, but by the author of the packing algorithm long time ago :o. But the fix was lost in some internal merges and never released. I resurrected them. However, how it works is not changed - try to derive lightmap UVs from your texture UVs by flattening and expanding stacked UV charts. So if your texture UVs have folded/flipped UVs on the same chart it still wont work.

EDIT: Also when 4.23 arrives you’ll need to reimport or randomly modify the static mesh settings to trigger a ‘rebuild’ of the mesh to make the fixes effective.

Hi any input regarding the fresnel difference between lightmass and your GPU renderer. Take a look at the post of @tc22 I am getting the same results with my materials.

I didn’t see any problem? Also it is bit suprising to hear that there’s any difference regarding fresnel, which is a specular property, because lightmaps only handle diffuse lighting in your scene.

I went out of town for a week … came back and changed some light intensities … and now it won’t get past barely starting the bake … thoughts?

(( I found similar !UnknownFunction ] mentions, but no resolutions ))

12:23:47 AM: [Interface:TryOpenConnection] Local connection established
12:23:47 AM: [Job] Accepted Job 8BE0A433-4585281B-CEE5B0B1-FBF007D8
12:23:48 AM: [Job] Launched Job UnrealLightmass_2018-11-29_18-25-01_1414656-64bit.exe
12:23:48 AM: [Job] PID is 228644
12:23:48 AM: [Job] GUID is “8BE0A433-4585281B-CEE5B0B1-FBF007D8”
12:23:49 AM: LogLightmass: Display: Lightmass Win64 started on: W099. Command-line: 8BE0A4334585281BCEE5B0B1FBF007D8
12:23:49 AM: Failed to determine engine directory: Defaulting to …/…/…/Engine/
12:23:49 AM: Failed to load ‘aqProf.dll’ (GetLastError=126)
12:23:49 AM: File ‘aqProf.dll’ does not exist
12:23:49 AM: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
12:23:49 AM: File ‘VtuneApi.dll’ does not exist
12:23:49 AM: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
12:23:49 AM: File ‘VtuneApi32e.dll’ does not exist
12:23:49 AM: Lightmass Win64 started on: W099. Command-line: 8BE0A4334585281BCEE5B0B1FBF007D8
12:23:49 AM: LogLightmass: Display: Processing scene GUID: 8BE0A4334585281BCEE5B0B1FBF007D8 with 14 threads
12:23:49 AM: Processing scene GUID: 8BE0A4334585281BCEE5B0B1FBF007D8 with 14 threads
12:23:49 AM: Building static lighting…
12:23:49 AM: [OpenConnection] Registering TCP channel …
12:23:49 AM: [OpenConnection] Connecting to agent …
12:23:49 AM: [TryOpenConnection] Testing the Agent
12:23:49 AM: [TryOpenConnection] Opening Connection to Agent
12:23:49 AM: [TryOpenConnection] Local Process ID is 228644
12:23:49 AM: [Job] Found a parent connection for PID 228644
12:23:49 AM: [Job] 63051B2F -> 25D8782E
12:23:49 AM: [Interface:TryOpenConnection] Local connection established
12:23:50 AM: Measured CPU frequency: 3.00 GHz
12:23:50 AM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
12:23:50 AM: Number of texture mappings: 340
12:23:50 AM: Number of fluid mappings: 0
12:23:50 AM: Number of landscape mappings: 0
12:23:50 AM: Number of BSP mappings: 0
12:23:50 AM: Number of static mesh instance mappings: 340
12:23:50 AM: Reserving memory for 340 meshes, 188527 vertices, 159614 triangles
12:23:50 AM: Reserving memory for 0 meshes, 0 vertices, 0 triangles
12:23:50 AM: Scene surface area calculated at 48.297 million units (46.206% of the estimated 104.527 million units)
12:23:50 AM: Importance volume surface area calculated at 48.297 million units (0.000% of the estimated 0.000 million units)
12:23:50 AM: Embree Build 0.0s
12:23:50 AM:
12:23:50 AM:
12:23:50 AM: Collision Mesh Overview:
12:23:50 AM: Num Triangles : 155642
12:23:50 AM: MeshInfos : 0.0Mb
12:23:50 AM: UVs : 2.0Mb
12:23:50 AM: LightmapUVs : 2.0Mb
12:23:50 AM: Embree Used Memory : 12.3Mb
12:23:50 AM:
12:23:50 AM:
12:23:50 AM: Preallocated 0.0Gb for kDOP nodes and triangles
12:23:50 AM: Building kDOP took 0.11 seconds.
12:23:50 AM: Static lighting kDOP: 103614 nodes, 51808 leaves, 207232 triangles, 186311 vertices
12:23:50 AM: Static lighting kDOP: 24.895% wasted space in leaves
12:23:50 AM: Preallocated 0.0Gb for kDOP nodes and triangles
12:23:50 AM: Building kDOP took 0.00 seconds.
12:23:50 AM: Static lighting kDOP: 103614 nodes, 51809 leaves, 207232 triangles, 0 vertices
12:23:50 AM: Static lighting kDOP: 100.000% wasted space in leaves
12:23:50 AM: Processing…
12:23:52 AM: GPULightmass Kernel: Importing mesh: 186311 vertices, 155642 triangles
12:23:52 AM: GPULightmass Kernel: Embree SBVH Construction finished, 130MS
12:23:52 AM: GPULightmass Kernel: Convert to CudaBVH finished, 95MS
12:23:52 AM: GPULightmass Kernel: GPU BVH video memory size: 6.68MB, triangle payload size: 12.77MB
12:23:52 AM: GPULightmass Kernel: Bind CudaBVH finished, 6MS
12:23:52 AM: GPULightmass Kernel: GPU triangle parameterization data size: 5.22MB
12:23:52 AM: GPULightmass Kernel: 3 masked collision maps imported
12:23:52 AM: GPULightmass Kernel: 0 directional lights, 0 point lights and 79 spot lights imported
12:23:52 AM: Started task graph with 4 named threads and 18 total threads with 1 sets of task threads.
12:24:28 AM: LogThreadingWindows: Error: Runnable thread TaskGraphThreadNP 0 crashed.
12:24:28 AM: LogWindows: Error: === Critical error: ===
12:24:28 AM: LogWindows: Error:
12:24:28 AM: LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000000
12:24:28 AM: LogWindows: Error:
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99e85bfe7 GPULightmassKernel.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99e761072 GPULightmassKernel.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8470339 UnrealLightmass.exe!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8467af9 UnrealLightmass.exe!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a8470e4c UnrealLightmass.exe!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff6a846cbbb UnrealLightmass.exe!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d04f909 UnrealLightmass-Core.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d0502e0 UnrealLightmass-Core.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d05a1de UnrealLightmass-Core.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d3e9fc0 UnrealLightmass-Core.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ff99d3da831 UnrealLightmass-Core.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ffa649981f4 KERNEL32.DLL!UnknownFunction ]
12:24:28 AM: LogWindows: Error: [Callstack] 0x00007ffa677ba251 ntdll.dll!UnknownFunction ]
12:24:28 AM: LogWindows: Error:
12:24:28 AM: LogWindows: Error: Crash in runnable thread TaskGraphThreadNP 0
12:24:28 AM: [MaintainConnections] Detected dropped local connection, cleaning up (25D8782E)
12:24:28 AM: [CloseConnection] Closing connection 25D8782E using handle 25D8782E
12:24:28 AM: [CloseConnection] Connection confirmed for disconnection 25D8782E
12:24:28 AM: [CloseConnection] Connection disconnected 25D8782E
12:24:28 AM: [GetMessage] Safely returning to 25D8782E with no message
12:24:29 AM: [MaintainConnections] Local connection has closed (25D8782E)
12:24:29 AM: [MaintainConnections] Removed connection 25D8782E
12:24:31 AM: [Job] Job has failed! Job executable didn’t exit cleanly. Exit code: -1066598274
12:24:31 AM: [CloseConnection] Closing connection 63051B2F using handle 63051B2F
12:24:31 AM: [CloseConnection] Connection confirmed for disconnection 63051B2F
12:24:31 AM: [CloseConnection] Closing orphaned Job (8BE0A433-4585281B-CEE5B0B1-FBF007D8)
12:24:31 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:32 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:32 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:33 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:33 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:34 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:34 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:35 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:35 AM: [MaintainConnections] Connection 63051B2F is DISCONNECTING
12:24:36 AM: [CloseConnection] Connection disconnected 63051B2F
12:24:36 AM: [GetMessage] Safely returning to 63051B2F with no message
12:24:36 AM: [MaintainConnections] Local connection has closed (63051B2F)
12:24:36 AM: [MaintainConnections] Removed connection 63051B2F
12:24:36 AM: [MaintainConnections] All connections have closed

MapCheck: New page: Map Check
LightingResults: New page: Lighting Build - Mar 26, 2019, 6:23:33 PM
LogSwarmInterface: [OpenConnection] Registering TCP channel …
LogSwarmInterface: [OpenConnection] Connecting to agent …
LogSwarmInterface: [TryOpenConnection] Testing the Agent
LogSwarmInterface: [TryOpenConnection] Opening Connection to Agent
LogSwarmInterface: [TryOpenConnection] Local Process ID is 204468
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:13
Job has failed! Job executable didn’t exit cleanly. Exit code: -1066598274
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
DumpUnbuiltLightIteractions
Lights with unbuilt interactions: 79
Light SpotLight_0
Light SpotLight9
Light SpotLight10
Light SpotLight13
Light SpotLight18
Light SpotLight21
Light SpotLight26
Light SpotLight27
Light SpotLight30
Light SpotLight32
Light SpotLight41
Light SpotLight42
Light SpotLight44
Light SpotLight53
Light SpotLight54
Light SpotLight56
Light SpotLight63
Light SpotLight66
Light SpotLight69
Light SpotLight71
Light SpotLight73
Light SpotLight76
Light SpotLight82
Light SpotLight88
Light SpotLight96
Light SpotLight107
Light SpotLight108
Light SpotLight115
Light SpotLight119
Light SpotLight123
Light SpotLight124
Light SpotLight128
Light SpotLight131
Light SpotLight133
Light SpotLight134
Light SpotLight136
Light SpotLight155
Light SpotLight156
Light SpotLight161
Light SpotLight163
Light SpotLight165
Light SpotLight181
Light SpotLight184
Light SpotLight185
Light SpotLight190
Light SpotLight191
Light SpotLight192
Light SpotLight195
Light SpotLight198
Light SpotLight201
Light SpotLight202
Light SpotLight204
Light SpotLight206
Light SpotLight209
Light SpotLight214
Light SpotLight215
Light SpotLight221
Light SpotLight225
Light SpotLight233
Light SpotLight234
Light SpotLight240
Light SpotLight243
Light SpotLight247
Light SpotLight251
Light SpotLight254
Light SpotLight256
Light SpotLight262
Light SpotLight264
Light SpotLight266
Light SpotLight268
Light SpotLight274
Light SpotLight277
Light SpotLight279
Light SpotLight281
Light SpotLight282
Light SpotLight284
Light SpotLight286
Light SpotLight289
Light SpotLight294
Primitives with unbuilt interactions: 335
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.FLOORS_02_Int_NAV.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.WALLS_02_Int_NAV_main.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.FLOORS_01_Int_NAV.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/SubLevels/NAV.NAV:PersistentLevel.WALLS_01_Int_NAV.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_106.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_111.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_105.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_104.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_103.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_148.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_147.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_145.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_144.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_105.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_101.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_246.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_245.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_156.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_155.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_154.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_153.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_152.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_151.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_150.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_103.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_102.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_101.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_104.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_103.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_102.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_211.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_210.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_143.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_140.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_130.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_110.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_116.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_244.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_02_Int_main_116.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_146.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_149.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_104.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_100.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_121.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_119.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_116.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_115.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_112.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_110.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_01_Int_elem_123.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_174.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_107.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_117.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_116.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_115.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_114.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_113.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_112.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_111.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_110.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_109.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_01_Int_main_108.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_118.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_115.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_114.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.CEILINGS_01_Int_elem_113.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.FLOORS_02_Int_main_109.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_177.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_176.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_174.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_168.StaticMeshComponent0
Primitive StaticMeshComponent /Game/MultiUserViewer/Maps/MultiUserViewer_P.MultiUserViewer_P:PersistentLevel.WALLS_02_Int_main_167.StaticMeshComponent0
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LogSlate: Took 0.001144 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)
Cmd: MAP CHECK NOTIFYRESULTS
MapCheck: New page: MultiUserViewer_P - Mar 26, 2019, 6:24:37 PM
MapCheck: Error: WorldSettings_1 Maps need lighting rebuilt
MapCheck: Map check complete: 1 Error(s), 0 Warning(s), took 29.306ms to complete.
LogSlate: Window ‘Save Content’ being destroyed

Hi All! Thanks for the amazing tool! i used 4.21 and no problems so far. gtx 1070.

SCENE SETTINGS:

Direct light - intensity 10 indirect boost - 10

sky - hdri + indirect boost - 10

build quality - production

compress lightmaps - no

lightmap density - around 1024 - 2048 in tweak mode orange - red

auto exposure +1 compensation

Lightmass
indirect quality - 10

static scale - 0.1
sky bounces - 100
indirect - 100
quality - 10
compress lightmaps - no

i used lightmass conf. script for maximum GI quality

But still, i don’t know how emissive light works?
The checkbox “use emissive for static” ok for the spheres

only some fireflies and emissive multiplier don’t work 30 or 3000 doesn’t matter
I made test scene and tried everything but no GI from emissive
Can you help me with settings?

thanks ill try it out. im sorry but where did you uploaded a new one

Ditto. : Is “Automatic Script Installer” configured to automatically get latest updates like this?

No, it’s not. The script requires manual updating of all the hashes and URLs for any new version.

4.22
i see dark areas in corners again
lightmap generated with 3ds max
its quality is better than old versions
but we cant control baselightmass.ini

i dont know why we cant bake in unreal without lightmaps !!!
this lightmap creation is only wasting our life
creating lightmap and setting density for each one ! why ???

its unigine baking system no lightmap no artifacts !!

I’m using exactly the same scene and seeing zero dark corners:


Let me reveal the real problem: UE4 has an internal ‘2 texel padding’ rule, however not many people know about that, even the UE4 auto UV gen algorithm and the official documentation, which makes them either bugged or misleading. Basically it is about:
When you creating lightmap UV manually (or using 3rd-party auto UV gen, like Maya’s UVLayout, which is what I use usually), say targeting a resolution of 64x64, you should instead treat it like a 62x62 map and snap the UVs to 1/62 grid;
When you use UE4’s auto lightmap UV gen, the algorithm is supposed to subtract 2 texels automatically, however it is currently bugged and not doing that.

I fixed it but the fix will in 4.23 in the future. However for 4.22 you can manually set the min lightmap resolution to 62 to workaround the problem (note that this workaround doesnt work on previous versions, because they are bugged even worse :(). On the other hand I had the UE4 documentation corrected.

So for the mesh shown here (‘Box_Test_0’), what I did is just using ‘Generate Lightmap UVs’ and a Min Lightmap Resolution of 62 - and the problem is gone.

Talking about other techniques in a separate thread is ok, but probably not a good idea in a thread about a lightmap baker :o. That being said, while the lightmap based workflow is frustrating, lightmapping in UE4 should have been much better than its current state, if it were not serioursly bugged :frowning: I’ll try to fix the bugs and see how far it can improve, and let other people work on alternatives meanwhile.