For bake of very dark objects ( walls) you can use in master material the LightmassReplace node to use other value of Base Color luminance/brightness than this what is used for RealTime. Then you will get more energy for bounce. You can also use in World setup Num Indirect Lighting Bounces to set proper number of bounces ( this is the only bounce parameter used by GPU Lightmass at World setup - rest is used only for CPU bake).
@WilliamFaucher3 жыл бұрын
Wow thanks Tomasz! Do you mind if I pin this comment to the top? I'm sure many others will find this info quite useful!
@YahiyaJasem3 жыл бұрын
Thanks Tomasz! master of real-time archviz :D
@unumpolum3 жыл бұрын
@@WilliamFaucher I do not mind at all. Thanks for your tutorials!
@posmaker3 жыл бұрын
Thanks for those tips you guys! Does anyone know how to use a similar approach for realtime GI where a different material can be used for secondary rays? useful for instance to increase intensity or saturation in the real time bounced contribution. Like a traditional offline raytracer would do through a rayswitch node. Thanks!
@Johanhiggins13 жыл бұрын
"Under the World Settings panel, the only Lightmass setting that carries over from the CPU-based Lightmass system is the Volumetric Lightmap Detail Cell Size. It sets the size of a Volumetric Lightmap voxel at the highest density around geometry in the scene. Decreasing the size of the voxel increases the time it takes to build lighting and the amount of memory that gets used. In some cases, it can increase memory by up to a factor of eight." - docs.unrealengine.com/en-US/RenderingAndGraphics/GPULightmass/index.html
@VickySharma-hd9if3 жыл бұрын
There are so many people teaching unreal engine but I have not seen anyone making it so easy to understand. William really knows how to present things in the easiest way. Thanks, Man i love your video's.
@WilliamFaucher3 жыл бұрын
Ah man thank you so much! I really appreciate that! I'm always sort of concerned if I'm too messy in the way I explain things, or if I talk too fast. So thanks for the compliment!
@Rockingbird2213 жыл бұрын
Totally Agree !
@dcosta71203 жыл бұрын
I'll never get tired to say this channel is gold! It's like a book where now and then I'll come back even to the same video to check if things are done well in my file. Can't wait for the 4.27 video. Super thanks William
@WilliamFaucher3 жыл бұрын
And I'll never get tired of the support I get from all of you, you all make my day. Thank you.
@danimorrow63172 жыл бұрын
For anyone who's new(ish) to lighting in general, I'd say the earlier ~2-hr livestream on lighting interiors is well worth watching in full. For me, being more of a layout/basic-previs artist, it wasn't so much "sifting thru for the useful bits of info", it was wall-to-wall useful bits. Gold everywhere. ... so if you're not already a very experienced lighter & if you have the time, I'd say it's def well worth the 2 hrs. ... TY again - as usual - for these!
@WilliamFaucher2 жыл бұрын
Gosh thank you so much Dani! Really appreciate the kind words!
@dagomaer3 жыл бұрын
I just used my work account to give you an extra like :D and thank you for the short version, it saved me some time.
@WilliamFaucher3 жыл бұрын
Hahah thanks so much! Appreciate it :)
@lostignifer9 ай бұрын
3year old tutorial but still one of the best. got me out of the creative block I'm having at this stage for one of the project I have been working for the architectural VR visualization instantaneously. amazing
@nvav9703 жыл бұрын
Best tutorial for GPU lightmass hands down. I watched this video multiple times while facing problems
@WilliamFaucher3 жыл бұрын
Thank you so much!
@VRDivision3 жыл бұрын
Great video William!
@WilliamFaucher3 жыл бұрын
Thanks Yahiya!
@thoeme3 жыл бұрын
Brilliantly presented as always! If you don't mind I would love to add two bonus tips as well: 1. In the Static Mesh Editor you have two settings for light map resolution. The first one is in the section where the setting for the light map channel is and the second one is below. If you change the resolution on the first one and click apply the engine will try to repackage the light map UV, where the second one does only change the resoution (same for the override option). This can help resolving issues if you don't have proper access to the original model. 2. In World Settings you have the options the adjust the number of light bounces from Directional and Sky Light. Increasing these can often also help to brighten up the scene instead of increasing the intensity. Because increasing the intensity comes with some side effects especially when talking about exposure and such. And don't be afraid to try some high numbers like 100 or so, because after the second iteration the light build times won't increase very drastically. Hope that helps and keep them videos coming.
@WilliamFaucher3 жыл бұрын
Great suggestions Thoeme! Thank you!
@MrDana3d3 жыл бұрын
I have just started with Unreal Engine and was going through tons of tutorials so far. By far you are one of the best teachers! Thank you
@Esciomancer2 жыл бұрын
You are literally my Unreal Engine hero!
@ironscavenger3 жыл бұрын
Awesome, thanks for the shortened version! Still had fun watching the stream live.
@WilliamFaucher3 жыл бұрын
Cheers! I plan on doing both, livestreams are fun and often cover more material, but a condensed version is good to have too :)
@ironscavenger3 жыл бұрын
@@WilliamFaucher Super cool! Thanks for considering both, as I don't always have the time to watch elaborate streams :)
@Vitorlk3 жыл бұрын
Man you teach in a very easy way to understand. Awesome video, congrats!
@WilliamFaucher3 жыл бұрын
Thank you Vitor!
@dslvfx3 жыл бұрын
¡Gracias!
@WilliamFaucher3 жыл бұрын
Thank you so much!
@krzysztofbogdanowicz45433 жыл бұрын
That's the best explanation of lightmass I have found. Two weeks saved :). Thank you very much !
@blendershots3 жыл бұрын
best lighting tutorial.....no time wasting...fully loaded information only
@healthybodytoday2 жыл бұрын
Thank you so much for this series of lighting tutorials, it is the most complete and easiest to follow, you are a great teacher.
@lemming77gode3 жыл бұрын
Thanks man. I wish all tutorials were as good as this. It's to the point while not leaving out the important parts.
@arooly7 ай бұрын
Wow, was amazing especially the tip at the end. Great tutorial Thank's
@GiorgiBekurashvili3 жыл бұрын
Thank you very much! I was struggling with skylight and stationary and now its so much clear!
@WilliamFaucher3 жыл бұрын
You're very welcome! Glad to hear it!
@zohahs52763 жыл бұрын
Nice idea I like the short format tutorial these days its hard to find 2 hours to sit around and watch every detail. Attention spans are quite shot by research.
@WilliamFaucher3 жыл бұрын
Thank you! I find myself liking the short format myself when watching other people's tutorials!
@ZAKarchitects3 жыл бұрын
Great bonus tip.. It's not just a bonus it's the main correct workflow of applying material.. Bake override brighten color and then apply materials.. Thanks again..
@WilliamFaucher3 жыл бұрын
Yeah I'm not so sure if it's the "correct" way to work, but it can certainly help with getting a better lighting!
@carlossoadgameplays3 жыл бұрын
@@WilliamFaucher have a node called "gireplace", put in your base color, and set the value 0.7, the material will appear right, and your bake will use the GI replace like 0,7 gray scale.. :D
@carlossoadgameplays3 жыл бұрын
i use that inside my opaque master material. and all instances can be change the colors, the bake will get always a good bright value
@zacharym33873 жыл бұрын
Thank you so so much for this! I've been struggling for the past couple weeks ever since I got the newest AMD ray tracing cards, I thought my GPU was broken but following your video everything works great! I can't wait to start using ray traced lighting in my scene.
@Joeherman3 жыл бұрын
Top notch channel. I am now your devoted follower and disciple! 🙏
@WilliamFaucher3 жыл бұрын
Thank you so much! Welcome to the community :0
@RedzwanulHuq3 жыл бұрын
Your tutorials are the best and always updated. Thanks a lot man. God bless you for not trying to sell a course with short tutorials here and there, i feel like you really wanna help noobs like me. 👍
@WilliamFaucher3 жыл бұрын
Thanks so much! I really am trying to give back to the community. I will be offering paid courses in the future but for the most part, free content is where I'm going with this channel.
@zyloover76642 жыл бұрын
This is an interesting tip for a newcomer to static lighting, I would have one ore two things to say however ; You can bake lighting without having to support ray tracing in your project, it is just going to use CPU instead ; also you can do gpu lightmass on AMD GPUs (RX 6000 Series or newer). This is important to note because CPU lightmass support much more features. Lighting is not backed, nor rendered the same way between stationary and static ; especialy in Unreal 5 ; I had some drasticly different results with the same settings. In unreal 5 (and maybe in unreal 4) there is something called Lightmass portal, which can be very usefull in this context (a room and a window) as you can give information to the baker, how light from the window affect the room. Your last tip at the end could be replaced by a "use the lightmass switch node in your material", then you wont need to change your materials every time you bake lights.
@Nekan113 жыл бұрын
Thank you for your work, William. You make the best UE tutorials on YT for sure. I appreciate you greatly
@neat39543 жыл бұрын
Absolute best lighting tutorial I've seen so far. Subscribing immediately and surfing your other videos after this!
@WilliamFaucher3 жыл бұрын
Ah man thanks so much! I appreciate that very much! More of this coming I promise :)
@STVinMotion3 жыл бұрын
You rock! Keep'em coming🤘
@WilliamFaucher3 жыл бұрын
You're too kind! I will!
@alexanderalza79643 жыл бұрын
That was a fantastic video, very concise and informative. Thanks for making and editing 👍
@WilliamFaucher3 жыл бұрын
Thanks Alexander! I appreciate it!
@ajt.hyperlogic3 жыл бұрын
Great video. FYI one additional tip: You can use the GIReplace shader node to modify the color used by Lightmass for baking. This is better then having to remember to alter your materials before and after every bake. (DOH! I wrote this before I saw your comment about the LightmassReplace node)!
@WilliamFaucher3 жыл бұрын
No need to apologize! I am always very thankful for members of the community who contribute, and point out alternative solutions to the ones I talk about. I am the first to admit I don't know everything, so I am very happy to hear other points of view on topics! Thanks for writing!
@jothishjj6624 Жыл бұрын
Love the tutorials please do make more
@Arch.Ali.Furkan2 жыл бұрын
What a great tip ! All things make sense now
@antoniosuarez78815 ай бұрын
this video is still useful even when the GPULM version is newer and if you are new on this baking lights topics, better than others
@endrisyoung60603 жыл бұрын
Such an excellent tutorial!
@WilliamFaucher3 жыл бұрын
Thanks so much!
@techlightdev3 жыл бұрын
Wow that's amazing tutorial, Thank you so much for sharing William.
@mvrckdzn3 жыл бұрын
Awesome tips and tutorials.♥️ Keep em coming!
@WilliamFaucher3 жыл бұрын
Thank you! I will!
@joaquimmeira3723 жыл бұрын
Thanks a lot, William! Your videos are very informative and straightforward. As an architect, I usually have a hard time balancing properly a nice baked lighting for my static meshes, especially for interiors, with realistic dynamic lighting hitting the foliage outside. It would be great if you could focus on that someday. Thanks!
@WilliamFaucher3 жыл бұрын
Thanks Joaquim! I actually plan on digging into this during a livestream sometime!
@joaquimmeira3723 жыл бұрын
@@WilliamFaucher That would be great indeed, and once again congratulations on the content you´ve been sharing with us.
@bluemosquedesign3 жыл бұрын
thank you for doing the short version, and for laying out the basic file config
@darthtiberiu5 Жыл бұрын
really helpful video William
@XomB3 жыл бұрын
Ah nice one! Thanks for the live stream cutdown
@WilliamFaucher3 жыл бұрын
Cheers!
@gen7ile3 жыл бұрын
What a great video! Thank you so much Master! I look forward to the tips for outdoor scenes with GPU lightmass 4.26. Greetings from Argentina!
@WilliamFaucher3 жыл бұрын
Thank you Jorge! I'll be covering exteriors with GPU Lightmass soon :)
@pablocodeglia3 жыл бұрын
Another great one! Thanks William
@WilliamFaucher3 жыл бұрын
Thanks Pablo!
@imanboer3 жыл бұрын
I love how you explain all the things, it really make people like me who have zero knowledge about how to use unreal for interior so much helpful, thank you so much, even I use Mac m1 which don't have GPU lightmass option but still really importing things to know every thing you told. I wish someday you can make help Mac M1 user option for better light perform. Thank you again you so much help.
@WilliamFaucher3 жыл бұрын
Thanks for watching! M1 is still incredibly new, so it's going to take a while before ARM processors are supported but I think it's only a matter of time!
@luigiiuliano1393 жыл бұрын
Really great tutorial, you're very explicative and easy to understand. Thanks a lot!
@WilliamFaucher3 жыл бұрын
Thank you! The pleasure is mine!
@KaikoZOLEEV2 жыл бұрын
Hi buddy, I love your cutting edge UEx content, thanks for sharing! I appreciate 😎
@mch438562 жыл бұрын
You're an amazing teacher!
@WilliamFaucher2 жыл бұрын
Thank you!
@oxygencube3 жыл бұрын
Thanks man! Appreciated!
@WilliamFaucher3 жыл бұрын
You're more than welcome! Pleasure is mine!
@jordanearth3 жыл бұрын
This is perfect. Thank you so much for doing this.
@WilliamFaucher3 жыл бұрын
The pleasure is mine!
@jordanearth3 жыл бұрын
@@WilliamFaucher Question. Why do you prefer stationary over static lighting when using GPU lightmass?
@shadwnchen83612 жыл бұрын
AWESOME Tutorial !!! THX
@yoquese29293 жыл бұрын
Thanks a lot!! Very Helpful
@WilliamFaucher3 жыл бұрын
Thank YOU for watching!
@jinmick99983 жыл бұрын
Thank you William it's very helpful clear and efficient tutorial
@WilliamFaucher3 жыл бұрын
You're very welcome!
@KULTRAltd3 жыл бұрын
Great video! Thanks a lot! :)
@WilliamFaucher3 жыл бұрын
Thank you!
@williamminnaar63113 жыл бұрын
Hello there - THANK YOU for your videos, great and informative! :)
@WilliamFaucher3 жыл бұрын
Thank YOU for your encouraging words!
@williamminnaar63113 жыл бұрын
@@WilliamFaucher I've moved from Unity, as even HDRP can not really complete with the best of Unreal. Maybe HDRP will get there but it's buggy and tricky to use right now. Where are Unreal, it all just.. works! A question - When I load any object into my scene, a tree; a rock; anything at all - It takes a while to compile the shaders, Unity does not do this - Is it normal? Why does it take so long sometimes, even freezing my machine to add a tree into my scene!? {I'm running Intel i5 2700k - 20 Gigs DDR3 + Asus STRIX 1080Ti}
@ZAKarchitects3 жыл бұрын
Great as usual.. Thanks
@WilliamFaucher3 жыл бұрын
Thank you!
@VimalKumar-nk9ts3 жыл бұрын
super helpful....Thanks a lot
@WilliamFaucher3 жыл бұрын
Thank YOU for watching!
@KyryloSibiriakov3 жыл бұрын
Thank You! Super video
@WilliamFaucher3 жыл бұрын
Cheers! Thank you!
@ssd3d3 жыл бұрын
thank you sir i always apricated by you sir bcoz sir ....Not everyone has rtx gpu thank you . i want this type of content more thank you again
@WilliamFaucher3 жыл бұрын
Hi! Thank you! I know not everyone has RTX, it is unfortunate that GPU Lightmass requires it, but that's how it is right now, sorry!
@ssd3d3 жыл бұрын
@@WilliamFaucher Sir, please can you make a detailed video on baked lighting? with any random scene or Archviz scene would be very gratefull No RTX , only baked lighting >>scratch to production. So that artists like me can also help.. Would be very kind thank you .
@cedricusmann23003 жыл бұрын
Awesome man!
@WilliamFaucher3 жыл бұрын
Thank you!
@lucasescobar89483 жыл бұрын
genio!! muchas gracias, muy buenos tus video, nuevamente gracias, saludos desde argentina
@ahmadnour74493 жыл бұрын
Thank you , it's great effort
@AnhK-w4h24 күн бұрын
really good video
@Shodan-01013 жыл бұрын
Thank you William!!
@knl6543 жыл бұрын
short and nice.
@WilliamFaucher3 жыл бұрын
Thanks!
@flexcg6756 ай бұрын
Thank you bro!
@unreal_animations3 жыл бұрын
Clear and usefull thank !! In my case i have sometimes virtual textures issues. It's like flickering on textures and lightmap. If i disable virtual textures it's ok, strange...............
@WilliamFaucher3 жыл бұрын
I've heard many people having this issue. Have you disabled Raytracing? The only time I saw weird flickering was when Raytracing was enabled. Other than that, I haven't seen this for myself yet, so it's hard to know what the reason is.
@unreal_animations3 жыл бұрын
@@WilliamFaucher thanks a lot for your time, i think raytracing was on. I will try to disable it next time for my test. Best from France !
@renderloungestudio40553 жыл бұрын
Epic tut
@WilliamFaucher3 жыл бұрын
Thank you!
@sams_3d_stuff3 жыл бұрын
Thanks sensei!
@cgharsh3 жыл бұрын
Supercool!!!!!!!!!!!!!!! amazing stuff again :D
@WilliamFaucher3 жыл бұрын
Thank you sir!
@Lawstewart3 жыл бұрын
Thank you!
@brazelabs8451 Жыл бұрын
Hey coming to you from the year of 2023! Great video as always. Do you know if ray-tracing now works in UE4 for VR for the same static light based light baking process that you are showing here?
@genojudlaw3 жыл бұрын
Thank U brother
@WilliamFaucher3 жыл бұрын
The pleasure is mine!
@emresenoglu3 жыл бұрын
Straight to the point and very easy to follow 👌👌 I can't turn off slow mode using the ctrl+R shortcut, any idea why this might be?
@WilliamFaucher3 жыл бұрын
Thank you! Yeah, it's a really stupid thing, too! There is a tiny triangle button to the left of the "Perspective" button on your viewport. Click on that, and there is an option that is something along the lines of "disable realtime override", I can't remember the exact wording but it's something like that. It's super weird, bugs me all the time!
@emresenoglu3 жыл бұрын
@@WilliamFaucher hey thanks a lot for taking the time to reply man!!
@WilliamFaucher3 жыл бұрын
@@emresenoglu Cheers! I try to reply to everyone ;)
@프로그래밍-o9m11 ай бұрын
ah this is it... this is it! thanks!
@AvengedBee3 жыл бұрын
View mode (Defaults on lit) > Optimisation Viewmodes > Lightmap Density. Helps see what resolution you should be aiming for with lightmap density :) Green is perfect, Red is too much, blue is too low.
@WilliamFaucher3 жыл бұрын
Totally agreed! Great tip :)
@AvengedBee3 жыл бұрын
@@WilliamFaucher Amazing video by the way, super helpful!
@WilliamFaucher3 жыл бұрын
Thanks so much! Glad it helped!
@notepan Жыл бұрын
Very great and helpful tutorial ! I'm new to UE and I'm a bit confused about ray tracing though : if we use ray tracing to build lighting, does that mean that players that don't have a RTX graphic card won't be able to play the game?
@unrealdevop3 жыл бұрын
Thanks I watched another video and he completely left out step 4....I was wondering why it wasn't showing up under build and then I watched your video lol.
@JoyKazuhira3 жыл бұрын
I dont have rtx card. As much as i want to use rt, i cant. So thank you so much for the tips specially the compressed one and the uv channel.
@WilliamFaucher3 жыл бұрын
Aw that's too bad! You can always use the regular CPU Lightmass however, it's slower, but it works more or less the same way.
@عبداللهبنمسعود-ب4ش Жыл бұрын
Thank you
@fanimations23633 жыл бұрын
Me hearing the 1st step : RTX graphics card Me : it's not for me! Saving the video to watch later 8-11 yrs from now! : )
@WilliamFaucher3 жыл бұрын
Hahah sorry man! I think there is an older version of GPU lightmass, Laoshang's GPU Lightmass I think it's called? That doesn't required RTX.
@fanimations23633 жыл бұрын
@@WilliamFaucher got it bro! And thanks for the reply!
@WilliamFaucher3 жыл бұрын
@@fanimations2363 Cheers! Best of luck getting your hands on an RTX Card!
@fanimations23633 жыл бұрын
@@WilliamFaucher Thanks a lot bro! Appreciate it!
@scottownbey80413 жыл бұрын
After devouring your tutorials I often wonder- How they hell do you know all this information? I'm being totally serious. An interesting tutorial from you would be "your learning process", how do you approach learning a new piece of software? Tim Ferris did a post on how he masters subjects in a short amount of time. I'm really curious if you can do something similar but master learning software. Just a thought William- keep rockin brother!
@WilliamFaucher3 жыл бұрын
I've been using Unreal since 2008, so I'm pretty comfortable with it. New features are easy to adapt to, learn from, it's not a huge learning curve once you know the fundamentals :)
@freenomon24663 жыл бұрын
you rock! really! btw have you found any info on alembic streaming for 2.6?
@WilliamFaucher3 жыл бұрын
I don't think that actually got released because when I tried it, it was unbelievably broken.
@dreamingacacia Жыл бұрын
Apparently all I need in my game is to turn auto exposure off and set directional light to static with cast shadow off. Many people may not like it, but that's the style I wanted to be.
@SqueakFFFS3 жыл бұрын
Hey William! Thanks for the vid! I'm guessing we're just supposed to turn of the Raytracing effects while baking right? It's fine to turn them on once baking is complete?
@repositorytutorial3d503 жыл бұрын
Thanks a lot! Such a clear video and such a great teacher! I have just one doubt, are the directional light shoadows always sharp? is there a way to make them softer?
@WilliamFaucher3 жыл бұрын
Thank you! To make shadows softer you need to adjust the source angle setting. I think it's called source angle. Something like that.
@repositorytutorial3d503 жыл бұрын
@@WilliamFaucher thanks a lot I'll try!
@RodrigoVash3 жыл бұрын
Thank you William!! I come from other 3D softwares but I'm just starting to learn Unreal and your tutorials are great and help me a lot. One thing still makes me scratch my brains... Whats the advantages of baking lights vs just using dynamic lights with RT on, is it just for performance improvement or do you actually get better quality lighting, and, would it even make any sense to consider the lightmass rout for an exterior scene? I'm just trying to figure out if you better of (quality wise) with HDRI/Static/Lightmass Banking vs dynamic sky using the Environment light mixer for example. Cheers!!
@WilliamFaucher3 жыл бұрын
Hey there! Great question! If you watch my livestream about Interior Lighting, I do a comparison between baked lighting and dynamic lighting towards the end. You'll see for yourself. The long story short is, yes, baked lighting looks much better, AND performs better, at the cost of it being a bit more tedious to set up. Raytracing IS getting better though , so that's fun! But it comes at a huge performance cost. I can run baked levels at 120+ fps, and the same scene with raytracing can crawl at 30-40fps. Exteriors are a bit more forgiving, and I tend to go dynamic with those, BUT, set up properly, baked lighting works great for exteriors too! Personally I love dynamic lighting, so it's really a case-by-case thing. Hope that answers your question!
@RodrigoVash3 жыл бұрын
@@WilliamFaucher Great answer!! All makes sense now, will watch the livestream too as I can't resist :) Many thanks and keep up the super great work. Cheers!!
@Mulai-19973 жыл бұрын
Hi William ! ! Thanks for your work !! I backing GPU Lightmass done , than I turn on Raytracing Efffect , but the raytracing it look like still affects my scene . I try to turn off all the Static object's visible in Ray Tracing , but it not working. So , did the lightmass can not to work wiht RTX Raytracing and NVIDIA DDGI ? I want to figure this out . Thanks !
@DaNiElMmM933 жыл бұрын
Un comentario aparece en español, para decirte te amo!
@myelinsheathxd3 жыл бұрын
thx!
@richardreyes19283 жыл бұрын
Thanks for the tut! Love your vids. Since UE has a PBR shading model. Wouldn't we be breaking the rules of PBR if we are upping the values of the albedo for the bake's sake then reverting it back? And on the same note, should we just keep the indirect light intensity to 1 and adjust the light intensity instead to get the desired look?
@WilliamFaucher3 жыл бұрын
Thanks! In theory, you would be correct. If you want to do everything by the book, then technically yes, bumping up albedo for more bounce is physically incorrect. However, I abide by the philosophy that the end result is the only thing that matters. I couldn't care less if a scene is "Fully pbr", as long as it looks good. In the example here, having darker materials resulted in a poor-quality bake. Lighting quality vastly improved with brighter albedos. Same applies with indirect light intensity, you should be the judge here. You need to art direct your shots the way you see fit. One can't just close their eyes, enter "physically correct" values and think everything is going to be photoreal, that's not how this works, it requires a good eye for detail and an eye for what looks right. Hope that answers your question!
@adambernath5 ай бұрын
is this type of baked lighting can be exported as lets say gltf with textures? As it seems like its still somewhat dynamicly reacting to post processing
@bernhard.rieder2 жыл бұрын
Will, did you already run some tests using the GPU Lightmass with Lumen and Nanite? Or is this not doable? Thank you so much and keep rocking, cheers
@WilliamFaucher2 жыл бұрын
I'm... not sure GPU Lightmass even works with lumen at all. There isn't really much point since the entire purpose of Lumen is to get baked-lighting quality in realtime. The way I see it, baked lighting is slowly going to get phased out but I could be wrong of course.
@bernhard.rieder2 жыл бұрын
@@WilliamFaucher yes, I was wondering myself. In some forums people say you should still use baking, especially for interiors and when the frame-rate just isn’t there. I tried an interior scene, complex with a lot of lights. It looks great in runtime with dynamic lights and Lumen, but I can’t even hit 30fps at a 1280x720 fixed resolution after packaging. That means, baking would be still somehow necessary … hmmm 🤔
@youtubi123youtubipel3 жыл бұрын
William, grat tip about the skylight! A question: I usually create my own cubemap from drone images. (PNG images transformed into .DDS cubemaps with the help of Nvidia Texture Tools). Would I be fine baking my skylight with this cubemap? Or should I use a workaround, where i use my custom cubemap in the HDRIBackdrop and a diferent cubemap made from a real HDRI image on the skylight slot for the cubemap?
@WilliamFaucher3 жыл бұрын
Yeah you can use the skylight too! The only reason I used the backdrop here is because it's nice to not have a black sky. But you can change things up however you see fit!
@andiinzinger96883 жыл бұрын
Hey William, your tutorials are absolutely amazing, thanks so much for sharing your knowledge! I've just watched this one, followed your steps and disabled all raytracing effects in my scene. However by doing so, my reflective objects start to look really weird and kind of washed out. Is there a way to compensate for this as well or do you think I have to change something in my materials when using GPU lightmass?
@WilliamFaucher3 жыл бұрын
Ah that's actually a great point! You can try using Reflection capture actors to help with that. Or, if you're feeling adventurous, try re-enabling raytracing effects in your scene to at least attempt to get Raytraced Reflections because those do look fantastic.
@andiinzinger96883 жыл бұрын
That's super confusing somehow. After reading the documentation I still haven't figured out what benefits you get from disabling raytracing effects when the scene looks better by having them enalbed. So re-enabling also means rebaking the scene, or am I totally wrong? I'd be more than happy if you could shade some light on this topic.
@home-dream-records13993 жыл бұрын
thank you so much for this quick tutorial. awesome ! i use a Ryzen 9 5950x it has much power and 16 Cores (32 Logical Cores) runs on 4.9GHz GPU is a GTX 1080ti do you think GPU Lightmass is better for me or it is better to let the cpu work ? Does it makes any difference when i have a good CPU like my Ryzen 9 5950x ?
@nsyed3d3 жыл бұрын
Hi William! This is great! Really appreciate your time and effort for making UE4 pro tips for us. I have a question about UE4.26 GPU LightMass. Epic made this plugin for using with raytracing feature for some reason. As you are way ahead of us as pro UE4 user, you may know or find out why 4.26 GPU Lightmass needs raytracing to be enabled. Their should be a difference between normal raytracing and Real time ray tracing. Is there any way to disable only Realtime raytracing? Another question or request to you. Is it possible for you to dig deeper into Hybrid Raytracing work flow. There are few videos on KZbin about Hybrid Raytracing but those are not very clear and precise. I tried to figure this out but didn't understand at all. It would be great If you can give some tips about this Hybrid Ray Tracing. Thanks again for your UE4 Pro Tips !
@WilliamFaucher3 жыл бұрын
Hi there! According to Unreals Documentation: "Ray Tracing features require a Windows 10 development environment with DirectX 12 and a Ray Tracing-capable NVIDIA GPU. For additional information, see our Ray Tracing features documentation for a full list of requirements. GPU Lightmass leverages Microsoft's DXR API, which requires DirectX 12 and ray tracing to be enabled to use. This means that core ray tracing features for real-time soft shadowing, ambient occlusion, global illumination, and reflections are all enabled by default. This can interfere with seeing results from a GPU Lightmass bake. " You can bake, then turn on raytracing effects after, but there is no guarantee that this will work well.
@nsyed3d3 жыл бұрын
@@WilliamFaucher thank you for the information about ray tracing, I will give this a try....bake first then try some ray tracing after... waiting for you next video....
@V-95K4 ай бұрын
For some reason when I adjust indirect lighting intensity on my lights 💡 entities , it just doesn’t do anything, engine just ignores my settings, static/stationary/dynamic it just doesn’t matter, I crank up those setting to 100 and still no result :( can you help me out? Please 🙏
@alejandrorostro41833 жыл бұрын
Great stuff William! Do you know how to use this for multiple lighting scenarios? (Day/night) thanks
@WilliamFaucher3 жыл бұрын
If you want a day-night cycle, animated and all, then I think you're going to have to go with a dynamic lighting approach!
@alejandrorostro41833 жыл бұрын
I will sure give it a try! But I would very much prefer to have baked lighting. As in I bake the daytime light. Then the nighttime light. Then in the same level you choose between the two. To have no extra cost at play time
@riyasmon873 жыл бұрын
Thankyou
@WilliamFaucher3 жыл бұрын
Thank YOU for watching!
@sanketvaria9734 Жыл бұрын
quick question from the future. IN UE5 if I want to bake light what to do? just turn off lumen and just hit build light button, that's it?