… so maybe is better to lock it or add note to which version it is pointing?
Not sure what you mean by locking it, but sure, feel free to do a pull request and I’ll merge any such changes, even in the read.me file.
Right now I’m not even using UE4, so any modifications to it would not even serve meo I have no incentive on the effort it requires to do them, but sure will serve others.
On the other hand, if I had access to the source, I could probably integrate the “installer” into it. Again, effort vs benefit.
Also, if any of you want to take my work and improve, it is open-sourced. May well require another thread, not to Hijack current efforts with 's Prometheus baker.
OK, thanks ! … I know mentioned they are crazy busy and hasn’t had the chance to update it yet. I don’t mean to sound entitled, because I totally love what you two are doing with this! Major time savings in both regards!
Any thoughts on where/how to track down crash source? … see details below:
From your reply above, it sounds like I can’t just download the latest “GPULightmassIntegration-4.21.0-UnifiedSettings.zip” from the Binary Installation link for 4.21.0, and replace it in the LightmassConfiguration unzipped folder. Correct? … or, should it work with your recent updates if I just do that overwrite of the Unified Settings .zip? … in any event, that is what I did, and it still crashes 200+ meshes into the early prep. I have moved everything one unit left, then right back (not undo) – to try to force a trigger for each mesh to need a lightmap re-bake. Still crashes same 200+ meshes in. I even did an Engine Verify from the Launcher and “re-installed” GPULightmass with .bat script. In the logs from Swarm and UE4 I am not finding any references to which mesh is being processed at the time of the crash. Just 202, or 200, or 204 … like its more like those are simply representative of what was last sent to be displayed in the progress dialog, not actually which mesh was related to the crash. Nearly all meshes are planar, and all are “single” face … no sharp corners, but some are round’ish walls – some are not beautifully quaded, but shouldn’t matter … I don’t think.
Any thoughts on where/how to track down crash source?
could you provide correct link to 4.22.0 Preview 7, 0.2.0? In the zip, there is files only for 0.0.5 and 0.1.0 Thanks.
It’s amazing. Where can I download for the version 4.21.2 and instructions?
Oops, the link has been updated. Thanks!
I am with 4.21.2, GTX 1060 and latest Creator drivers.
Since last week it worked fine, but (probably since I updated the drivers…I don’t remember when I did it) it doesn’t matter which values I set for GPU lightmass, the result ends up always at Preview/Medium quality level. Tried also to override the project setting in the defaultlightmass.ini In that way it takes longer to calculate but the result is the same.
Should I switch back to older graphic card drivers?
I am kind of stuck and I don’t know what to try next.
Thanks
Did some experiments with Prometheus, very nocticable overall quality improvement in comparison with previous GPU Lightmass even on Unified settings. 99% dark corners free.
I have couple questions:
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Old GPU Lightmass plugin had only Num Indirect Bounces setting possible to change, will new Prometheus respect other Lightmass Settings, like Static Lighting Level Scale or Num Sky Lighting Bounces?
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Will it be possible to change the baking quality (Preview, Medium, High etc.) on the fly with no need to restart the editor?
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Any info about ETA ?

I don’t have idea either
But from my experience it is likely related to one of your meshes has some problem
Weird, I tested 4.21 locally and the quality did scale with number of samples settings
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Static Lighting Level Scale is a parameter for the old school irradiance caching, which is the source of large splotches and seams between modular pieces, thus has been abandoned; Num Sky Lighting Bounces is respected by CPU Lightmass because it runs separate passes for sky lights and other lights, however GPULightmass has only one unified secondary GI pass thus it is not practial.
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With 4.21 Unified settings you can already do that by modifying BaseLightmass.ini
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No idea, even me don’t know when I can finish it :o
Regarding the ‘seemingly’ dark corners in the images, can you check whether the wall’s UVs are detatched? If a texel expands over the corner it will be inevitably dark due to the limitations in UE4’s ‘spherical harmonics’.
Some things about new prometheus baker that are very cool - you get defined shadows from sun using hdri and its working correctly with proper physical light intensities unlike regular gpu lightmass.
I’m pretty sure you can achieve the same by raising FireflyClampingThreshold to something like 10000.0 in BaseLightmass.ini ![]()
Someone could provide me links for 4.22 preview 7?
I cannot find it 
EDIT: FOUND IT
Leaving the link for others: 4.22.0-Preview-7 - Orangedox
I’ve been doing some tests with GPULightmass lately, and am really excited about it. However, I’m stuck in the middle of a hardware purchasing dilemma. Right now the only Nvidia GPU I have is a 1050ti 4GB. I am currently running a Ryzen 7 1700 @ 3.6 Ghz, and when baking lights using normal Lightmass it seems to be 3-4 times faster than GPULightmass on the 1050ti. This is with roughly equivalent settings (preview lighting on the CPU baker and the ‘fast preview’ setting on GPULightmass). I understand that the 1050ti is not the strongest GPU in the world.
I’d like to run a series of benchmarks to determine whether I should spend my money on a better GPU for light baking or a second box to route swarm to.
However, I’m not sure if there’s a 1:1 relationship between regular Lightmass quality levels and GPULightmass quality levels. Also, If I put my results into a spreadsheet, would people think about adding to them? This would help me determine which GPU to buy, if that’s what I decide on, and maybe help the community too.
Hey Guys, got this error when trying to build on 4.22 the new Prometheus ,
I am running a geforce 2080 Ti and my driver is the 419.17.
I already try to clean the cache in Swarm agent.
Do you have experienced this error before?
The GPU Lightmass on 4.21 is working very good.
Yup, same error too, materialarray at 0 ?
[2019.04.01-14.45.25:047][958]LightingResults: Error: <None> === Lightmass crashed: ===
Assertion failed: NumMaterialElements > 0 [File:C:\UE4-GPULightmassIntegration\Engine\Source\Programs\UnrealLightmass\Private\Lighting\LightingMesh.cpp] [Line: 126]
0x00007ffa8c919149 KERNELBASE.dll!UnknownFunction ]
0x00007ff9fc3ae5e7 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007ff9fc3b0f77 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007ff9fc241bea UnrealLightmass-Core.dll!UnknownFunction ]
0x00007ff9fc1ccf39 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007ff9fc1cd689 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007ff6a2bab2a9 UnrealLightmass.exe!UnknownFunction ]
0x00007ff6a2bd3981 UnrealLightmass.exe!UnknownFunction ]
0x00007ff6a2b3aa55 UnrealLightmass.exe!UnknownFunction ]
0x00007ff6a2b62438 UnrealLightmass.exe!UnknownFunction ]
0x00007ff6a2b49c14 UnrealLightmass.exe!UnknownFunction ]
0x00007ff6a2b6a4ad UnrealLightmass.exe!UnknownFunction ]
0x00007ff6a2b8867a UnrealLightmass.[2019.04.01-14.45.25:050][958]*** CRITICAL ERROR! Logfile: UnrealLight_ALDE_B1DBB75F4229114C7998E59F3F011CD9.log
[2019.04.01-14.45.25:054][959]*** CRITICAL ERROR! Crash report:
[2019.04.01-14.45.25:680] 15]Job has failed! Job executable didn’t exit cleanly. Exit code: 1
[2019.04.01-14.45.25:692] 15]LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
[2019.04.01-14.45.30:984] 15]DumpUnbuiltLightIteractions
[2019.04.01-14.45.30:985] 15]Lights with unbuilt interactions: 0
[2019.04.01-14.45.30:986] 15]
[2019.04.01-14.45.30:987] 15]Primitives with unbuilt interactions: 0
[2019.04.01-14.45.31:391] 16]Cmd: MAP CHECK NOTIFYRESULTS
[2019.04.01-14.45.31:392] 16]MapCheck: New page: Test - 01.04.2019 18:45:31
[2019.04.01-14.45.31:393] 16]MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 1,635ms to complete.
I think so, NumMaterialElements > 0, is this what you mean?
@LegendreVR @Bakikibakibabaki I’ve uploaded 0.2.2. See whether that resolves your issue.
Thank you Loushuang,
Errors gone!
Look amazing!
That error looks fixed here too ! Goodbye padding problems, even on low resolutions ! ![]()
https://i.imgur.com/2Nok6GQ.png