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  • replied
    Yes, I think the core algorithm of UE4 lightmass needs to be entirely replaced. Photon mapping must be abandoned. It's a fairly obsolete GI solver which usually delivers weird light leak, incorrect illumination distribution and eats massive memory. Then use pure path tracing based solution instead, like Unity's new GPU baking feature.

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  • replied
    Originally posted by Daedalus51 View Post

    And THIS is exactly why it's so powerful and useful
    Your not jumping ship on us are you?

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  • replied
    Originally posted by The_Distiller View Post
    I don't know. The GPU accelerated lightmapper for Unity looks quite promising actually.
    And THIS is exactly why it's so powerful and useful

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  • replied
    Most people's scenes are going to use a lot more memory than what they have there. The big issue with games is that it has to store the lightmaps on top of everything else.

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  • replied
    I don't know. The GPU accelerated lightmapper for Unity looks quite promising actually.

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  • replied
    My point is that the usefulness of GPU rendering for lightmass is probably not that much, few would be able to take advantage of it so a lot of people asking for it would be disappointed to find that many of their scenes can't use the GPU. For baking lighting in a game it uses a lot more memory than it does for something like Vray.
    If they want to do some lighting development they should put it into a dynamic GI solution. In fact, if they brought back SVOGI for the people that want to do renderings that would be much more useful since you woudn't have to build lighting at all.

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  • replied
    Originally posted by darthviper107 View Post
    It's still limited use due to memory, if you're struggling with long build times then chances are that you have more content than you could fit into GPU memory.
    I really dont want to be rude here, but man....it doesnt matter! I get your point, but it doesnt add anything to the discussion at all! There are people that would heavily benefit from such a setup and others just wouldnt. Thats it. No need to constantly point out that YOU think its not necessary.

    If I have a crazy archviz scene then its just gonna take a while. And if that while could be less...then that would help. "You have too much content" doesnt help at all

    There are a lot of smaller studios that do archviz with just one or two guys and they dont have 20 PC as a build farm, but they might have a very strong graphics card?
    I would love to see some improvements here since I am constantly struggling with long baking times because of quality settings and not necessarily because I have a lot of content.

    My 2 cents! Cheers

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  • replied
    It's still limited use due to memory, if you're struggling with long build times then chances are that you have more content than you could fit into GPU memory.

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  • replied
    I'm with Patrik, build times are insane for indie developers that cannot have a build farm or many PCs, I think GPU Lightmass should be considered in the short term, it would be very useful Epic pls

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  • replied
    This is something we would NEED anyway.. with a option to switch between CPU and GPU.... I have 2x1070 and 2x1080ti, also NvidaXp .. computers... I definitely need it, because I am calculating light builds for 5 hours on i7-4960X cpu.. so its a must

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  • replied
    Hey, is it possible to get an update on this feature request?

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  • replied
    Hi ZoltanJr,

    This is still backlogged and I honestly wouldn't expect to see something like this implemented anytime soon.

    While it wouldn't be impossible to use Lightmass calculations with the GPU, but this is not currently being worked on or planned in the near future. The ideal solution is a lighting algorithm which renders real-time using the GPU when you are previewing, but then can be baked down into a lightmap using that same algorithm when you are a ready build. However, there are some challenges with this though. It would be hard to make the editor scale down, all of the current GI methods would have to be re-written, it would not be able to get as high of quality of end results, and it could make the editor much less stable due to the load put on GPUs. GPU's are known to be notoriously unstable with heavy loads.

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  • replied
    Hey its been a fair while on this 1 and I haven't seen anything around on the Trello board. Any chance of getting an update on if this is going to be investigated at all?

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  • replied
    This is a thread unrelated to you, if you already know the information then ignore it

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  • replied
    Originally posted by darthviper107 View Post
    GPU rendering would be very limited, since you have to load the entire map and most people don't have much GPU memory.
    Please stop posting the same line in all sites.
    Yes we know that.

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