What do you mean by “Move the SWARM app to the top”?
Move SWARM to top means to make window visible while baking cause I believe that sometimes Windows can manage it like a background process.
I mentioned it because sometimes it helps and the GPULM suddenly starting to compute as it should. Sometimes not. ( even if I ma sure that I have no other programs open that could use CUDA or GPU somehow ).
Hello,
I am using GPU lightmass in 4.25. I have some “problems” with GI and shadows. Not sure if it is the expected result or if there is something wrong in the scene.
Lightmaps are made with 3dsmax, and resolutions are really high. Lightmass compression is off. Num indirect lightning bounces set to 10 (tryed 100 with same result)
Bake is set to production and in the Base Lightmass.ini I have NumPrimaryGISamples=128 NumSecondaryGISamples=64
As you can see in the next iages, the “problem” is that light does not “disperse” it is like every window is like a beamer of light, wich is how it should be, but I am not sure if this is too exagerated. Do we need lightportals with GPU?
Thank you in advance
EDIT: lightportals seem to have no effect on the result.
the “problem” seems to be more exagerated when the rooms have only indirect light, like the third picture.
No one??
Please guys!!! just need to know if this is expected behavior or if there is a way to make GI more disperse/scattered ??
because this is not usable for production…cannot have beams of light in the walls
try clean and after validate the Swarm cache on the Cache tab of the swarm agent
If you could recreate that same project in an older version of UE4 and share it (only the necessary things, of course), I could test it on 4.22 and 4.24 too, as I noticed some changes that I didn’t like on 4.25. I addition we could see how is your actual exterior illumination. Maybe the sky is too powerful.
I have never been ablo to solve those kind of errors. Maybe idgi recommendation works. For me, usually, it was due to a certain asset I added and was not “compatible”, for any reason, with GPUL.
Regards!
thank you…I am doing a small test to recrate the problem…I noticed that when I have no landscape or floor outside the house, and in the skylight “lower hemisphere is solid color” is uncheck, then as the light come from all directions to the inside and the results are as expected.
I will download ue 4.24 and try to do the same there and send it to you, thank you!
I wasn’t thinking so I updated the engine to 4.25.3 and reapplied 4.25.1 GPUlightmass but it looks like now both GPUlightmass and regular lightmass(swarm) are run when building lights. Or is swarm supposed to show up?
I think it is supposed to show up, at least it has allways showed up for me in 4.22 and 4.25
Hello again, just sended you a private message with a link to download the test I did to recreate my problen in 4.22. Just writing you here in case you do not recive my private message, if so, let me know and I paste here the download link.
Thank you very much!
Hi Idgi,
Already tested! After quite tries, I can only conclude that it’s an issue related to the lighting bounces on the external floor materials, and it seems to be right (or, at least, as expected with GPU lightmass, as far I know). If you try with a simple black material on floor and with a white one, you will notice it’s simple depends on the “reflectiveness” of the surface material.
Regards!
Good news, everyone Trello!
thank you very much!! that was what I suspected…sad, because I really preffer to work with the old bp sky than the new sunsky…I made some test with the new sunsky, and the results are much better…
old bp sky, indirect light coming from a window , you can see the window on all the walls, wich is not realistic at all
the new sunsky, more realistic GI scattering, but no clouds outside like the old one
After about a week trying to figure out the problem I found out and it is from using the GPU Lightmass.
So I updated from v4.25.1 to the v4.25.3 of Unreal but I didn’t know I could’t revert back to the previous version.
I tried to use the GPULightmass for the v4.25.1 in the lattest version 4.25.3
It works… but I am getting this noise shown on the picture bellow everywhere. Took a week to figure out that if I render with the CPU the noise goes away.
I am using a skylight and a HDRi only in the picture.
I also did a try on 4.24.3 version of Unreal with the correct GPULightmass and the same happens, but not when I use CPU.
Anyone knows what can I do?
Hm! Could you share your SunSky settings, please?
I’m thinking maybe you are using the Sun inside it as Static or Stationary, with a high intensity value, and the Sky component inside the BP as Movable, maybe or with very low intensity?
Your external floor, which was quite grey-dark, is still as dark? or too burned out?
Because I’m getting the same result with both systems (when adjusting it it have the same settings)
Hi any update for 4.25.3 versions? thanks
Thank you!
It’s happening! https://trello.com/c/tZGbiu9N/587-gpu-lightmass-beta