How about now?
(same linkas always)
How about now?
(same linkas always)
I already got code out of your 4.23.0 branch into my Oculus fork. Did anything change from 4.23.0 to 4.23.1 as far as .cpp / .h files pertaining to GPULightmass integration? If not, I can just copy my 4.23.0 files over to 4.23.1 files and rebuild 4.23.1 Oculus fork.
Nope, it was just a straightforward, conflict free, rebase. That said, I suspect there were changes to code that ends up in UE4Editor-UnrealEd.dll in 4.23.1, that were unrelated to lightmass, so I don’t have high hopes that a straight copy of 4.23.0 source files over to the OVR fork would work.
hi all,
any news on LightmassConfiguration for 4.23.1 ??
thanks.
try page 90 ,dropbox link?
The page number is a bad reference, because in the forum settings you can change the number of posts you see per page. In my case, for instance, this is page 37, because I’ve set it to the max number of posts.
Can anyone help me to get rid of these dots?
Im using the 4.19.2 version of GPU lightmass and Im trying for weeks to fix this “dots” problem…Its frustrating…Please if anyoane can help me?
I believe its here
Hi everyone. Just a quick question - is there any documentation to look for , to modify the quality settings for gpu lightmass plugin?
It’s done through the config file (usually DefaultLightmass.ini for your project): Luoshuang's GPULightmass - Rendering - Epic Developer Community Forums
(Link is from the first post next to the link to 4.20.2 Unified Settings, for future reference)
I have a 2x2 world comp world ,lots of sculpting and unless I have something configured not quite right( hours of trying, as everyone knows ) its a **** shoot. I’ve heard it said none of the tools work well for world comp worlds,and judging by my results ya true.
Is gpulightmass good enough to make my scene look real for once ?
Raytracing got me further but the lag was harsh as I don’t have the funds for much higher than my gtx 9502gb and frankly NOTHING will do short of likely, a RTX 2060 or whatever is current now.
I have a directional light ,fog,skyshere, and skylight and not many meshes, alpha stages, but while many areas look good, too many are washed out with light, and ‘lighting everywhere’ is clean, grey everywhere (short of shadowing), yet on far side of back 2 tiles, all dark.I had this worked out, then took a few days off and can’t get back where it was.
Array 0 error usually means that there is nothing to bake.
Maybe your level(s) that are enabled for bake do not have any static element to bake.
Why didn’t you move to UE4.22 yet ?
UE4.19 was quite early version of GPULM.
Those splotches can be reduced sometimes by using higher values in Baselightmass.ini:
[DevOptions.GPULightmass]
NumPrimaryGISamples=128
NumSecondaryGISamples=128
But I still recommend to move to 4.22 at least and use these values I mentioned above for bake ( in PRODUCTION mode - always ).
True nothing needed to get baked but now i moved some stuff to get the “Lighting needs to be rebuilt” and still getting the error log
How do you know its baking with GPU? cause when i look at my swarm agent i think it still using my CPU.
Open Window’s task mangager, go to the “performance” tab, select your gpu and on the right select one of the small windows and choose “cuda”
Got it working, But now i got some weird results:
Hi, how can i change the settings for GPU lightmass in UE 4.21.2 ?
Thank you
Thank you so much for the reply. I’m gonna give it a try