I’m trying to render a high resolution(32K pixel) shot with MRQ. but there doesn’t seem to be any form of global illumination in the final image. Based on what I know (correct me if I’m wrong) GI is done post process and when you separate your 32k image in tiles, post process volume doesn’t function correctly hence it’s recommended to be set to manual. there are also the camera post process settings that should to be changed(I’ve almost spent 4hrs figuring out why is the render coming out as a single rendered tile with the rest being black.) I’ve also tried baking lights but it requires a stupid amount of ram (same goes for every other method requiring DX12). Is there ANY way to render the image with GI?
I’ve also tried rendering AO in a separate pass but it only gave me a blank white png.
I’m 100% sure there’s an answer to my problem I’m not experienced enough to see it. It’s urgent so PLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEASE HELP!!!
Class project? Also, do you have a standard-res look at your scene? I can’t tell what the desired effect is, because since all your surfaces are about the same color bounce lighting wouldn’t show up even if lumen was enabled.
Yes and no. Lumen it’s both world-space and screen-space, and tiles make a mess of things. Lumen depends on sharing screen-space information, which you obviously can’t do with a standard tiled setup. Why do you need resolution that extraordinarily high?
Your best bet if you need GI and a tiled image is the path tracer. It will take forever to render to an acceptable quality, but at least it will work.
I mean should the part underneath the slab be much darker due to AO?
I need to print a 6.5 by 5 foot image and By calculating inch to DPI it boiled down to 32k. I know it’s insane but I’m only doing what I’m told. It’s a huge industrial facility with a ridiculous amount of 3D models made in an engineering software with awful topology. I wish I could show you how bad it is but I can’t.
Thanks a lot for your response!!! I’ll try path tracing… hopefully my computer doesn’t freeze due to RAM outage…
Oh dear, this is going to get interesting for you. Even the high-resolution screenshot feature can maybe support 8K in practice. Unreal Engine just isn’t built for this kind of media production.
And if you have a large amount of unoptimized geometry, this will be very difficult for you. I would honestly reccomend you export everything and use another DCC like Blender that I know can handle both gigantic scenes and very high resolution (upwards of 64K) images.
If you absolutely have to use it in Unreal engine, your best bet is probably just to use screen-space global illumination and hope for the best. It doesn’t care how big your scene is geometrically (although there will probably be artifacting around tile edges without some overscan).
SSGI+SSR with some decent lighting principles applied will probably be enough for a still. If you have too much geometry to fit into memory in your scene, that really is your best option. You could maybe get away with using DFAO, but again.
Actually, now that I think about it, what if you generated an HLOD of the scene and enabled lumen far-field tracing? It would optimize all the geometry for you and give you a good-enough level of detail to support global illumination, and HLOD models are compact enough that you’d have no problem fitting it into memory.
What about that function which would render small tiles which would then be combined into a larger resolution ? Even though I heard it can have problems and will not work well with post process effects.
You can try tiled rendering with lumen, I think they did some work to make it happen for cubemap renders at least, but IDK if it will scale to an image that big. It’s possible?