Luoshuang's GPULightmass

Thank you for this release! Works for me.

Could somebody clarify what is going on at the moment with GPU Lightmass?

is not working on this particular GPU Lightmass Lightmap renderer anymore himself?

But he is working on an official DXR GPU Lightmass Renderer that will be part of an official UE4 release in the future (4.26 maybe)?

Is this correct?

Thank you very much for this.
I can’t access the Sources code, I get an 404 error every time I do have a basic account in , there is something I am missing?
Thank you

You have to link your epic account to your account.
See here:

Thank you @NiukNiuk
Thanks much.

That’s pretty much correct, as far as I know.

It seems that dev-rendering is the only branch that currently has the upcoming DXR GPULightmass on it. You can follow its commits here (obviously includes a lot of non-GPULM stuff) https://.com/EpicGames/UnrealEngine/commits/dev-rendering

HI thank you svv3d!
it worked , but how can i reduce noise for scene ?

I got the GPULightMass for verision 4.24.1. However, I got a result with a lot of noise even I set the lighting quality to product level. Also, I increased some parameters in BaseLightmass.ini, and it was the same. So, need I change any other parameters? or It is the GPULightmass algorithm defect?
Thanks

Can someone advice me how to solve this ?

I am using unreal engine version 4.24.2

GTX zotact 1070.

I have installed gpu lightmass as instructed for version 4.24.2

My GPU only works at 4%-5%

How to make it work 100% using GPU lightmass ?

https://forums.unrealengine.com/deve…htmass/page101

EDIT: woops sorry, didn’t see your last screenshot :frowning:

Hi, Thank You for the solution. I have change it to cuda as seen on the attached screenshot, but my issue is that on the left side of task manager under performance tab, my GPU is still working at 5% power, not showing around 90% of its power.

I have played this GPU lightmass before in unreal engine 4.19. and everything was fine. but now I have no idea after updating my windows 10 and unreal engine to 4.24

Thanks.

watch?v=M34teBiaGBQ

This is just awesome. thank so much

YOOOO ! HOOOOLD ON!! WHAT if i don’t want to use raytracing and I just want simple gpu lightmass. I mean why do you press us to buy RTX graphics? I don’t need that now. AND RTX IS JUST A HUUUUGE OBTUSITY, WHY CAN’T YOU SEE IT. UGLY SHADOWS AND PLAIN LOOKS. WORLD STILL NEEDS QUALITY!

any links for Gpu Lightmass For Unreal 4.25

GPU LIGHTMASS CRITICAL ERROR NOTICE:
I have discovered that you can have critical error when starting to bake when you have nothing static to bake (known problem) or when you have problems with your object.
Recently I had problems with mesh of one of the static objects and got GPU lightmass critical error when starting to bake.

The problem was multiple overlaying of the same faces on each others ( not my model, some free one ).
There was about 7 stacked faces groups in the mesh and even they had own islands in UV map for LM then GPULM had problems with it ( when the positions of their vertex were shared ).

So keep in mind that when you will get this critical error you will have to find problematic object ( by elimination - moving to hidden level by groups or object by object ).

I’ve been working on getting Rect light support into GPULightmass, I’ve got it working and picking up the lights. At the moment I’m simply treating the Rect light as a point light in the GPULightmass radiance gather code until I can figure out what the right equation looks like.

hello i have this problem when i build the light : " GPUlightmass Kernel: lines 103: cudaCheckError: out of memory "

i have a 1080ti 16 ddr4 of ram and a ryzen 7, i use the megascan library to texture the scene also some static meshe like the grass and decoration, the geometry was imported from revit through datasmith with default settings.
did some body knows whats happening?

You serious dude ? Instead of telling him what exactly the problem is you’re calling him a spoiled noob with a 1080ti? Like what is this toxic behavior…

When using anything GPU related you need to keep an eye in memory usage.
I also work with geometry coming from REVIT or Grasshopper,/Rhino, they usually will be more than Unreal or any other realtime tool can handle.

You need to first clean up your geometry, create instances and review textures, usually from REVIT you’ll end up with thousands of textures in all sizes that are actually no need it or can be optimized.
Also, landscaping, trees plants, and mostly grass have to be optimized, in some cases, realtime lighting can be a better choice rather than baking light, but of course, quality is sacrificed.
You need to find a balance of quality and performance in everything realtime related. For example, you could only bake light for your building and leave everything else movable or realtime lighting.

Now if you only need still images, then you may want to try the Raytracing features.

how do i solve this?