Thanks for this. A friend is trying this and getting invalid device symbol when trying to bake. Does that mean the gpu can’t run gpu lightmass?
The first post in this thread says it’s only for NVidia GPUs. Would your friend happen to own an AMD card?
Its an Nvidia 780m card (old of course). I checked the driver latest version.Nvidia hasn’t updated the drivers for this card since last year if I am correct. I myself have used a Gtx 780M before with gpu lightmass in the past and it worked without any issues
Hi there! I’m using Gpu Lightmass to bake the light and sometimes it appears this strange shadow. I’m not sure about the cause. I have been trying different types of light and it looks that it appears when I use many number of stoplights. It never appears when I use pointlights or rectlights. Also I have checked the lightmaps and they have been set up properly. Can someone help me? Thanks in advance!
hello, I have a question if anyone knows why I have such a build error and how to fix it.------solved
but i have next problem,when i type ToggleLightmapPreview 1 my ue4 is crashed
How I install 's GPULightmass with 4.24.3 version? I don´t found any folder for this version…
Extract the .rar file that Pax invictus posts in this threads into your 4.24\Engine folder. Theirs a readme in his documentation as well
I am so confused. I have a project done in Unreal Engine 4.23. What files do I need to copy for that? Can I switch between CPU and GPU build when this is done?
Extract the .rar file that Pax invictus posts in this threads into your 4.23\Engine folder. Theirs a readme in his documentation as well. To revert back to CPU, just verify your engine files
HI Everybody,
i still love this magic tool! It’s sooo cool!! (I’m still on 4.19)
But there’s one thing I can’t get working right; foliage.
My flowers (create with the foliage UE tool) are “burned” a bit …
(see attached)
And with trees I have an other issue, setting them to static leads to very dark leaves.
Setting them to stationary they don’t look good…
Beside off trying several things, turning off “two-Side” in the leave material, “erases” half of the tree…
and doesn’t make any difference…
All foliage assets are take from the foliage-pack.
ANY HINTS where to look at or work-around would be great!
Thanks a lot in advance.
Jxrg
I have this error on 4.24.3. Anybody have an idea??
In new file i have this
15:42:09: [Interface:TryOpenConnection] Local connection established
15:42:09: [Job] Accepted Job C19B6EDC-4424072E-509FC8B7-E7011495
15:42:11: [Job] Launched Job UnrealLightmass_2020-03-07_00-45-00_1146880-64bit.exe
15:42:11: [Job] PID is 4012
15:42:11: [Job] GUID is “C19B6EDC-4424072E-509FC8B7-E7011495”
15:42:11: LogLightmass: Display: Lightmass Win64 started on: MARTE. Command-line: C19B6EDC4424072E509FC8B7E7011495
15:42:11: Failed to determine engine directory: Defaulting to …/…/…/Engine/
15:42:11: Failed to load ‘aqProf.dll’ (GetLastError=126)
15:42:11: File ‘aqProf.dll’ does not exist
15:42:11: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
15:42:11: File ‘VtuneApi.dll’ does not exist
15:42:11: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
15:42:11: File ‘VtuneApi32e.dll’ does not exist
15:42:11: Lightmass Win64 started on: MARTE. Command-line: C19B6EDC4424072E509FC8B7E7011495
15:42:11: LogLightmass: Display: Processing scene GUID: C19B6EDC4424072E509FC8B7E7011495 with 14 threads
15:42:11: Processing scene GUID: C19B6EDC4424072E509FC8B7E7011495 with 14 threads
15:42:11: Building static lighting…
15:42:11: [OpenConnection] Registering TCP channel …
15:42:11: [OpenConnection] Connecting to agent …
15:42:11: [TryOpenConnection] Testing the Agent
15:42:11: [TryOpenConnection] Opening Connection to Agent
15:42:11: [TryOpenConnection] Local Process ID is 4012
15:42:11: [Job] Found a parent connection for PID 4012
15:42:11: [Job] 1978D0CB → 6A6C886D
15:42:11: [Interface:TryOpenConnection] Local connection established
15:42:11: Skylight import processing 0.004s with CubemapSize 128
15:42:11: Measured CPU frequency: 3.60 GHz
15:42:11: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
15:42:11: Number of texture mappings: 10
15:42:11: Number of fluid mappings: 0
15:42:11: Number of landscape mappings: 0
15:42:11: Number of BSP mappings: 0
15:42:11: Number of static mesh instance mappings: 10
15:42:11: Reserving memory for 10 meshes, 3235 vertices, 5360 triangles
15:42:11: Reserving memory for 0 meshes, 0 vertices, 0 triangles
15:42:11: Scene surface area calculated at 4.445 million units (61.125% of the estimated 7.272 million units)
15:42:11: Importance volume surface area calculated at 4.445 million units (0.000% of the estimated 0.000 million units)
15:42:11: Embree Build 0.0s
15:42:11:
15:42:11:
15:42:11: Collision Mesh Overview:
15:42:11: Num Triangles : 1392
15:42:11: MeshInfos : 0.0Mb
15:42:11: UVs : 0.0Mb
15:42:11: LightmapUVs : 0.0Mb
15:42:11: Embree Used Memory : 0.1Mb
15:42:11:
15:42:11:
15:42:11: Processing…
15:42:12: GPULightmass Kernel: Importing mesh: 1027 vertices, 1392 triangles
15:42:12: GPULightmass Kernel: Embree SBVH Construction finished, 7MS
15:42:12: GPULightmass Kernel: Convert to CudaBVH finished, 0MS
15:42:12: GPULightmass Kernel: GPU BVH video memory size: 0.05MB, triangle payload size: 0.11MB
15:42:12: GPULightmass Kernel: Bind CudaBVH finished, 1MS
15:42:12: GPULightmass Kernel: GPU triangle parameterization data size: 0.04MB
15:42:12: GPULightmass Kernel: 0 masked collision maps imported
15:42:12: GPULightmass Kernel: 1 directional lights, 0 point lights and 0 spot lights imported
15:42:12: Started task graph with 4 named threads and 18 total threads with 1 sets of task threads.
15:42:12: GPULightmass Kernel: Total surface cache video memory data: 0.51MB
15:42:12: GPULightmass Kernel: RadiosityPass 0
15:42:12: GPULightmass Kernel: RadiosityPass 1
15:42:12: GPULightmass Kernel: RadiosityPass 2
15:42:12: GPULightmass Kernel: RadiosityPass 3
15:42:12: GPULightmass Kernel: RadiosityPass 4
15:42:12: GPULightmass Kernel: RadiosityPass 5
15:42:12: GPULightmass Kernel: RadiosityPass 6
15:42:12: GPULightmass Kernel: RadiosityPass 7
15:42:12: GPULightmass Kernel: RadiosityPass 8
15:42:12: GPULightmass Kernel: RadiosityPass 9
15:42:12: GPULightmass Kernel: RadiosityPass 10
15:42:12: GPULightmass Kernel: RadiosityPass 11
15:42:12: GPULightmass Kernel: RadiosityPass 12
15:42:12: GPULightmass Kernel: RadiosityPass 13
15:42:12: GPULightmass Kernel: RadiosityPass 14
15:42:12: GPULightmass Kernel: RadiosityPass 15
15:42:12: GPULightmass Kernel: RadiosityPass 16
15:42:12: GPULightmass Kernel: RadiosityPass 17
15:42:12: GPULightmass Kernel: RadiosityPass 18
15:42:12: GPULightmass Kernel: RadiosityPass 19
15:42:12: GPULightmass Kernel: RadiosityPass 20
15:42:12: GPULightmass Kernel: RadiosityPass 21
15:42:12: GPULightmass Kernel: RadiosityPass 22
15:42:12: GPULightmass Kernel: RadiosityPass 23
15:42:12: GPULightmass Kernel: RadiosityPass 24
15:42:12: GPULightmass Kernel: RadiosityPass 25
15:42:12: GPULightmass Kernel: RadiosityPass 26
15:42:12: GPULightmass Kernel: RadiosityPass 27
15:42:12: GPULightmass Kernel: RadiosityPass 28
15:42:12: GPULightmass Kernel: RadiosityPass 29
15:42:12: GPULightmass Kernel: RadiosityPass 30
15:42:12: GPULightmass Kernel: RadiosityPass 31
15:42:12: GPULightmass Kernel: GPU accumulated time: 0.288s (Current: 288.143MS), 452.09MRays/s, 127213 texels
15:42:14: [Job] Job is a success!
15:42:14: GPULightmass Kernel: GPU accumulated time: 0.223s (Current: 222.714MS), 217.95MRays/s (Current: 217.95MRays/s), 23701 texels, 215x215 texture
15:42:14: Lighting 17.2%
15:42:14: Lighting 27.9%
15:42:14: Lighting 38.5%
15:42:14: Lighting 47.1%
15:42:14: Lighting 55.8%
15:42:14: Lighting 64.4%
15:42:14: Lighting 100.0%
15:42:15:
15:42:15:
15:42:15: Total Static Lighting time: 0.62 seconds, 14 threads
15:42:15: 0.8% 0.0s Scene setup
15:42:15: 96.6% 0.6s Lighting
15:42:15: 2.6% 0.0s Unaccounted
15:42:15:
15:42:15:
15:42:15:
15:42:15: Total busy Lighting thread seconds: 0.29
15:42:15: 39.7% 0.1s Texel and vertex setup
15:42:15: 28.9% 0.1s Direct lighting
15:42:15: 0.0% 0.0s Area shadows with 0.000 million rays
15:42:15: 3.9% 0.0s Signed distance field source sparse sampling
15:42:15: 22.1% 0.1s Signed distance field source refining sampling
15:42:15: 2.6% 0.0s Signed distance field transition searching
15:42:15: 0.2% 0.0s Unaccounted
15:42:15: 0.0% 0.0s Block on indirect lighting cache tasks
15:42:15: 0.0% 0.0s Block on IrradianceCache Interpolation tasks
15:42:15: 5.2% 0.0s Volumetric Lightmap - 0.001 million samples
15:42:15: 0.4% 0.0s VoxelizationTime
15:42:15: 0.0% 0.0s GatherImportancePhotons
15:42:15: 0.2% 0.0s DirectLightingTime
15:42:15: 23.8% 0.1s FinalGatherTime
15:42:15: 26.0% 0.1s Unaccounted
15:42:15:
15:42:15:
15:42:15: Indirect lighting cache task thread seconds: 0.00
15:42:15: -nan(ind)% 0.0s FirstBounceRayTraceTime for 0.000 million rays
15:42:15: -nan(ind)% 0.0s CalculateExitantRadiance
15:42:15:
15:42:15: Traced 0.224 million first hit visibility rays for a total of 0.0 thread seconds (8.650 million per thread second)
15:42:15: Traced 0.000 million boolean visibility rays for a total of 0.0 thread seconds (-nan(ind) million per thread second)
15:42:15: Scene radius 760.7, Importance bounds radius 0.0
15:42:15: 10 Mappings, 0.045 million Texels, 0.030 million mapped texels
15:42:15:
15:42:15: 3.3% of Total Lighting thread seconds on Texture Mappings, 0% on Volume Samples, 5% on Volumetric Lightmap, 0% on Visibility, 91.5% Unaccounted
15:42:15: 1 Lights total, 0.0 Shadow rays per light sample on average
15:42:15: Signed distance field shadows: 6.8 average upsample factor, 0.024 million sparse source rays, 0.075 million refining source rays, 0.004 million transition search scatters
15:42:15:
15:42:15: 0.0% Bounce 3 Irradiance cache miss rate (194540544.000 million lookups, 0.000 million misses, 0.000 million inside geometry)
15:42:15: 0.0% Bounce 5 Irradiance cache miss rate (18446744027136.000 million lookups, 4294.967 million misses, 0.000 million inside geometry)
15:42:15: 0.0% Bounce 7 Irradiance cache miss rate (0.000 million lookups, 0.000 million misses, 0.131 million inside geometry)
15:42:15: 0.0% Bounce 8 Irradiance cache miss rate (140730832.000 million lookups, 0.000 million misses, 814879.313 million inside geometry)
15:42:15: 0.0% Bounce 9 Irradiance cache miss rate (140728400.000 million lookups, 1342.177 million misses, 0.001 million inside geometry)
15:42:15: 0.0% Bounce 12 Irradiance cache miss rate (140730832.000 million lookups, 0.000 million misses, 0.000 million inside geometry)
15:42:15: 0.0% Bounce 13 Irradiance cache miss rate (18446744027136.000 million lookups, 0.000 million misses, 814879.313 million inside geometry)
15:42:15: 114.3% Bounce 14 Irradiance cache miss rate (30064.771 million lookups, 34359.738 million misses, 4294.967 million inside geometry)
15:42:15: 0.0% Bounce 16 Irradiance cache miss rate (2999182.500 million lookups, 0.000 million misses, 0.000 million inside geometry)
15:42:15: 100.0% Bounce 17 Irradiance cache miss rate (140730864.000 million lookups, 140730864.000 million misses, 0.000 million inside geometry)
15:42:15: 115.7% Bounce 22 Irradiance cache miss rate (4575657459712.000 million lookups, 5296233119744.000 million misses, 1233.125 million inside geometry)
15:42:15: 0.0% Bounce 23 Irradiance cache miss rate (5255700938752.000 million lookups, 811748.813 million misses, 812889.938 million inside geometry)
15:42:15: 0.0% Bounce 24 Irradiance cache miss rate (811748.813 million lookups, 0.000 million misses, 0.000 million inside geometry)
15:42:15: 38242086813696.0% Bounce 25 Irradiance cache miss rate (0.000 million lookups, 140730864.000 million misses, 0.000 million inside geometry)
15:42:15: 214748364800.0% Bounce 28 Irradiance cache miss rate (8589.935 million lookups, 18446744027136.000 million misses, 4294.967 million inside geometry)
15:42:15: 19000.0% Bounce 32 Irradiance cache miss rate (4294.967 million lookups, 816043.813 million misses, 0.000 million inside geometry)
15:42:15: Final Gather: 0.0s on 0.000 million base samples, 0.0s on 0.000 million refining samples for 3 refinement levels.
15:42:15: 179.7 Mb Peak Working Set
15:42:15:
15:42:15:
15:42:15: Lightmass on MARTE: 3.76 sec total, 64 ms importing, 4 ms setup, 3 ms photons, 2.96 sec processing, 0 ms extra exporting [10/10 mappings]. Threads: 44.3 sec total, 210 ms processing.
15:42:15: Lighting complete [Startup = 64 ms, Lighting = 3.54 sec]
15:42:15: Failed to send back log file through Swarm!
15:42:15: [CloseConnection] Closing connection 6A6C886D using handle 6A6C886D
15:42:15: [CloseConnection] Connection confirmed for disconnection 6A6C886D
15:42:15: [CloseConnection] Connection disconnected 6A6C886D
15:42:15: [GetMessage] Safely returning to 6A6C886D with no message
15:42:15: [CloseConnection] Closing connection 1978D0CB using handle 1978D0CB
15:42:15: [CloseConnection] Connection confirmed for disconnection 1978D0CB
15:42:15: [CloseConnection] Closing orphaned Job (C19B6EDC-4424072E-509FC8B7-E7011495)
15:42:15: [CloseConnection] Connection disconnected 1978D0CB
15:42:15: [GetMessage] Safely returning to 1978D0CB with no message
15:42:15: [MaintainConnections] Local connection has closed (6A6C886D)
15:42:15: [MaintainConnections] Local connection has closed (1978D0CB)
15:42:15: [MaintainConnections] Removed connection 6A6C886D
15:42:15: [MaintainConnections] Removed connection 1978D0CB
15:42:15: [MaintainConnections] All connections have closed
Hi guys,
Is this gpu usage normal?
Best experience Game Ready Driver or Studio Driver ?
Hello, I post it just to share my observation. I use 4.24.3 with GPU Lightmass and had a constant problem with Lightmass crashes. The problem was with the terrain, I had some static geometry attached to it. After detaching trees and turning static shadow off it finally worked.
Hi,
does anybody have a solution to this problem? Here I’m using UE dev-rendering (4.26) and I also baked the scene using GPU Lightmass. How you can see there are some problems when I bake rounded objects. The smoothing groups are not working properly here you can find more info: [UE FACETED SMOOTHING GROUPS AFTER BAKING (Luoshuang's GPULightmass) - Rendering - Epic Developer Community Forums
Normally this bug is resolved with this commit
https://.com/EpicGames/UnrealEngine/commit/f1b947476179b32a295b88bdaa7cf0b2f87d622f
**Yes, I confirm! **This morning my computer finally compiled Unreal Engine 4.26. When VS finished building I don’t know why sometimes I’m getting this error:
But It’s strange because it’s not my first time that I build the engine I did It 2 days ago and it was everything ok… Anyway I launched it and even if there was this error it was working…
I made quick plane and cylinder in max with uvs and smoothing groups and I tested It, the result was amazing! And since I have an RTX 2070 it took no time to render.
Settings:
- ShadowSamplePerTexel = 1024
- SampleperTexel = 1024
- PointLight (Source Radius = 40)
- Lightmap Res = 1024
I also tried increasing more the Source radius of the light (160) and I got this result with the same settings:
But I think it’s ok, after I will trow a high res texture on the surface that edge will not be noticeable…
GPULightmass is really good feature it’s solving a lot of problems:
- Baking Time
- Edge Bleeding
- Smoothing Groups Faceting Artifacts
- Modular Assets Baking problems ecc…
I really can’t wait to see it on the official release!
- Does disabling denoiser (r.GPULightmass.DenoiseGIOnCompletion=0) help with the edge problem?
- There are advanced methods like **Caching GI Engine **(https://.com/EpicGames/UnrealEngine/commit/bbd6f39d7a145dd3919d2161f1311fd423bd0163) and Ray Guiding (https://.com/EpicGames/UnrealEngine/commit/ee5a8618e7dfe526a3fb96535f7c3636ad941556). Read the comments of the commits to see how to use them :o
Hi,
I have some problem with a scene that I have baked a lot of time but not I have this issue…
Which is the reason? It can’t be a RAM problem because I’ve already bake this scene! I also tried to transfer the model to a new file but same error …
Thanks!