Dear ,
It there going to be some update for 4.23 and later?
Hi!
Do you know why if I disable static shadows for all of my foliage, they are still built in the lighting?
Is there a way to fix this?
Cheers
Hola, Como lo solucionaste?
[CITA = Avi Aggarwal; n1585066] Tengo un problema cuando construyo luces. Me está dando un error “Símbolo de dispositivo no válido”. Adjunto una captura de pantalla de mi problema. Por favor ayuda. / QUOTE]
hola … Como lo solucionaste?
https://forums.unrealengine.com/filedata/fetch?id=1585068
Hello! Tell me, is there an opportunity to use the second graphics card? Now only 1 works, the second is idle.
(sorry for my English)
Thanks
hi, i have same situation , 2 - 1080ti and one 2070s ,
how many card support?
Sorry for my english x2
when i build light with models imported with datasmith they all getting grainy/ noisy also it looks like there is light leak on the edge. i drawn arrows were the problems are. i uses sky light & portals and post process with custom exposure. can some one help me??
Need Help, i’ve been all day installing and reinstalling path of epic games, still have the same problem
Also when i run the CMD Lightmass_Installer
File not found - HASH.TXT
ERRO: CPU Lightmass Kernel version is unknown.
File not found - HASH.TXT
INFO: EDITOR HASH: 3f5fee308af0fda374e7f6bbc5f0cc79
Thank you. when i changed UV channel 1 to 0 its fixed
Thank you!!!
I got just one question…I used to use gpulightmass with that script where you where able to choose quality…my question is, to do it without it, the only quality settings are to set at production quality in the editor and change in the “Baselightmass.ini” the “NumPrimaryGISamples=xxx and NumSecondaryGISamples= xx” is that right??
thank you
Yes that’s basically it.
If you look at what the old “auto install script” did, it changed the values to the files you mentioned based on some quality presets (UniFast, UniMedium, UniUltra, UniExtreme and UniInsane):
LightmassConfiguration.bat opened with Notepad++:
:UniFast
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumPrimaryGISamples=.*','NumPrimaryGISamples=16' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumSecondaryGISamples=.*','NumSecondaryGISamples=8' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
IF !_LOOP! EQU 1 GOTO :Settings
EXIT /B
:UniMedium
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumPrimaryGISamples=.*','NumPrimaryGISamples=32' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumSecondaryGISamples=.*','NumSecondaryGISamples=16' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
IF !_LOOP! EQU 1 GOTO :Settings
EXIT /B
:UniUltra
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumPrimaryGISamples=.*','NumPrimaryGISamples=64' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumSecondaryGISamples=.*','NumSecondaryGISamples=16' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
IF !_LOOP! EQU 1 GOTO :Settings
EXIT /B
:UniExtreme
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumPrimaryGISamples=.*','NumPrimaryGISamples=128' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumSecondaryGISamples=.*','NumSecondaryGISamples=32' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
IF !_LOOP! EQU 1 GOTO :Settings
EXIT /B
:UniInsane
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumPrimaryGISamples=.*','NumPrimaryGISamples=256' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
powershell -Command "(Get-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini') | ForEach-Object { $_ -replace 'NumSecondaryGISamples=.*','NumSecondaryGISamples=64' } | Set-Content '!pInstallDir!\Engine\Config\BaseLightmass.ini'"
IF !_LOOP! EQU 1 GOTO :Settings
EXIT /B
- Hello! Can someone help me figure out if I can’t load these apis
13:32:27: [Interface:TryOpenConnection] Local connection established
13:32:28: [Job] Accepted Job 126C50C6-4DE2FA1F-A30F46B4-3AF292C1
13:32:30: [Job] Launched Job UnrealLightmass_2020-05-07_00-27-09_1152000-64bit.exe
13:32:30: [Job] PID is 5660
13:32:30: [Job] GUID is “126C50C6-4DE2FA1F-A30F46B4-3AF292C1”
13:32:30: LogLightmass: Display: Lightmass Win64 started on: SHAO. Command-line: 126C50C64DE2FA1FA30F46B43AF292C1
13:32:30: Failed to determine engine directory: Defaulting to …/…/…/Engine/
13:32:30: Failed to load ‘aqProf.dll’ (GetLastError=126)
13:32:30: File ‘aqProf.dll’ does not exist
13:32:30: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
13:32:30: File ‘VtuneApi.dll’ does not exist
13:32:30: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
I’m having a problem where my Mrays/sec go down to crawl on my 2070 Super. I usually get between 200-350Mrays/sec when baking, however relatively frequently, my rays drop to only 5-10Mrays/sec. Sometimes just stopping the bake and starting over fixes the problem, however I have a current project where that doesn’t seem to help, but sometimes restarting unreal all together solves it. There doesn’t really seem to be a consistent fix.
I thought the problem was initially that I was getting very close to the VRAM limit, but my current problematic scene is well under the VRAM limit. so I don’t think that is the cause.
My colleague with a 1080 has never encountered this problem, even with the same scenes.
The screenshot below maybe explains the cause of the slow down, instead of the CUDA usage being steady and the 3D usage being close to 0, which I see when the Mrays/sec are 200-350, the CUDA usage constantly spikes up and down and 3D usage is quite high.
Has anyone experienced this before or has some insight to the problem?
Bake Performance problems.
When bake:
- Turn off Realtime in EDITOR
- Move the SWARM app to the top ( visible - it really helps, believe me ) ( you can find its yellow icon in the system try )
- Do not overload CPU with other things ( it can be a bottleneck for GPU computation cause CPU is also utilized very hard)
I have the same issues with my RTX2080ti and this what I wrote is a solution for it.
Thanks for the recommendations, turning off Realtime in the editor seems to have fixed it, but I’m sure I was also getting this issue when running the bake via cmd. Anyway, time will tell I guess!
Try to free up as much vram as possible before baking. That could mean closing other applications (like Substance painter or other 3d apps), turning off realtime viewport, setting engine scalability settings to low.
Hi,
I have a doubt that would like it to be clarified.
's GPULightmass works with any of these cards?
Nvidia tesla k10, k40, k80
Thank you
I wanted to try the tool with v4.25, as I noticed a loss of quality when using it on 4.22. The best results (I think) was obtained using v4.20, lot of months ago.
This is 4.20:
And this is 4.25:
(You can download both and, for example, paste it into photoshop, and enable/disable one of the layers, so you can quickly compare). For me, on 4.20, global illumination bounces and ambient occlusion were better.
Regards!
Hi everyone! I have a problem with the 4.25.1 version of the GPU Lightmass plug. So Im doing an interior, not too complex. Optimized it in 3dsmax, exported it with Datasmith, set the materials and all. Switched off ForceNoPrecomputed Lighting, running it hybrid, raytrace reflection, AO, mode, no RTX GI running. After 2 days of trying I finally managed to downgrade the lightmaps and run a lighting bake. I get a ton of UV lightmap overlap errors and also my scene looks like there is no light being cast from the windows. I need some pointers to what environment i should set up, should I use a skydome, does the GPU lightmass support rectangle lights for window portals and basically how can I get a decent bake from this. I have posted images to how it looks AFTER baking the light.
Ignore the lightbake warning, i turned off some light properties.
If anyone can help or give me a step by step or pointers what to do and what not to use, lightmap uv generation etc. That would be grand!
What about simply using a static Sky light and a static or stationary Directional light?