Luoshuang's GPULightmass

i have same problem here

HI

I am getting this error when i bake a 4 storey house in UE4.25
I am using GPU lightmass there are only 1609 actors and 2163 unbuilt objects to be built.
Any ideas how to fix this error?

09:47:24: LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
09:47:24: CreateProc failed: The system cannot find the file specified. (0x00000002)
09:47:24: LogWindows: Warning: URL: …/DotNET/AutoReporter.exe 21484 “UE4AutoReportDump.txt” “UnrealLight_WINDOWS-VUG3MTE_D0B4E56149EA0B0B8917ADBC0979F349.log” “UE4AutoReportIniDump.txt” “” -unattended
09:47:24: URL: …/DotNET/AutoReporter.exe 21484 “UE4AutoReportDump.txt” “UnrealLight_WINDOWS-VUG3MTE_D0B4E56149EA0B0B8917ADBC0979F349.log” “UE4AutoReportIniDump.txt” “” -unattended
09:47:24: LogLightmass: Error: Couldn’t start up the Auto Reporting process!
09:47:24: Couldn’t start up the Auto Reporting process!
09:47:24: *** CRITICAL ERROR! Machine: WINDOWS-VUG3MTE
09:47:24: *** CRITICAL ERROR! Logfile: UnrealLight_WINDOWS-VUG3MTE_D0B4E56149EA0B0B8917ADBC0979F349.log
09:47:24: *** CRITICAL ERROR! Crash report:

Hi! I’m facing a problem with Rect lights. They are literally not working at all, not casting shadows, not emitting GI, at all. Working in an project. The baked result is the same raster cone it creates by default (Yes, it is a static light)

https://i.imgur.com/qXY7NAW.png

Directional Lighting works normally, but the scene we are working on requires both.

4.25.4

On a 1660 Super

GPU Lightmass

https://i.imgur.com/DTi0zdm.png

CPU Lightmass:

https://i.imgur.com/J4N6vG1.png

I have 4.25.4 and GTX1660 and RectLight works fine.

You already have GI from your sky, try illuminating with nothing more than Rect Light, they are not emitting GI.

If you need that kind of lighting and Rect Light is not working, then try using meshes with emissive material. These are from my old tests:

i Hve Problem in 4.26 after i build light with gpulightmass i found that there is flickering in lightmass … seems to be reloaded Everytime …
please someone Help me
and i have quiestion … is There any way to stor the raytrace shadows after build … ?

I am pretty sure old GPU Lightmass conflicts with new official GPU Lightmass.

I Will Try and i will Put the Result …
thankx For Ansowering Me

still the same Problem

Are you using 's GPU lightmass, or the official built-in one?

Is anyone having problems with volumetric lightmap samples? Using CPU lightmass, calculates the volumetric lightmap samples in the right places, but GPU lightmass messes things up and makes all the dynamic objects near black in interior scenes.

Using the official plugin.

I’ve tried placing volumetric lightmap density volumes, but those seem to be ignored with GPU lightmass. They do work for CPU on my test scenes.

the official … and have much noise …

Hi!

They are different tools. For official Epic’s GPU lightmass, there were a different thread: https://forums.unrealengine.com/development-discussion/rendering/1729277-epic-s-gpulightmass

I think it will be more useful if we keep them separate.

Regards!

Hello, my hero!
Do you plan to build original Lightmass baker for 4.26?
It looks like, that good old approach is much more memory efficient in comparison with “GPU Lightmass” plugin…

I also prefer this GPU lightmass over the official one, at the moment, at least.

Any chance to have a good old GPU Lightmass for 4.26 engine version?
We have many workstations with first gen TitanX and we cannot take advantage of the official GPU lightmass

In my opinion old GPU CUDA lightmass more accurate than new RTX lightmass

Yea, we have a project with vr and new lightmass doesn’t work with panoramic capture properly(because of flickering), but this one works ok. We are waiting old 's GPU lightmass on 4.26

Any news 4.26 version his gpu lightmass is much better than the ue4 much cleaner and faster