progressive Light Build

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progressive Light Build

Postby theghalwash » Sun Oct 20, 2019 7:26 am

theghalwash Sun Oct 20, 2019 7:26 am
How about baking lights with octane in ue4 ?
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Re: progressive Light Build

Postby ChrisHekman » Wed Oct 23, 2019 8:44 am

ChrisHekman Wed Oct 23, 2019 8:44 am
It is in our planning down the line, but there are otherfeatures we want to implement first.
What are you looking to do with octane light baking that you cannot do with the unreal lightbaker?
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Re: progressive Light Build

Postby villagefeatures » Wed Oct 23, 2019 7:37 pm

villagefeatures Wed Oct 23, 2019 7:37 pm
ChrisHekman wrote:It is in our planning down the line, but there are otherfeatures we want to implement first.
What are you looking to do with octane light baking that you cannot do with the unreal lightbaker?


Right now there does exist an open source GPU light baker for Unreal and it does an admirable job but it has a couple of limitations:
It will only work on one card per machine (but can utilize Unreal's swarm for gpus on other machines)
Memory is limited to VRAM only so there is no out of core rendering.

The CPU Lightmass is about 10x slower than the GPU lightmass but there are no memory constraints
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Re: progressive Light Build

Postby theghalwash » Sat Oct 26, 2019 4:38 am

theghalwash Sat Oct 26, 2019 4:38 am
ChrisHekman wrote:It is in our planning down the line, but there are otherfeatures we want to implement first.
What are you looking to do with octane light baking that you cannot do with the unreal lightbaker?


that would be great for increasing the visual fidelity of the whole scene as it will be using path tracing instead of the lightmass photon mapping method.. that would lead to Hollywood grade quality in realtime used for VR, Automotive, archVis and film making and all at a high frame rate. i think this is the most important part to implement.
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Re: progressive Light Build

Postby EvolverInteractive » Mon Jan 06, 2020 5:16 am

EvolverInteractive Mon Jan 06, 2020 5:16 am
If the quality of your project comes down to a photo mapping vs path tracing. Wow. buy more cores or rent an server for baking. Make optimizations, and the focus on the visual ques that it takes to make a high end experience. Having progressive light build sounds great, but if you are doing the high end project like you are saying. Then it doesn't matter. You'll have the money to upgrade or just use a spare computer and building the lighting once a day and give yourself some time to workout the bad lightmap uvs. It should not stop you from doing great work.
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Re: progressive Light Build

Postby theghalwash » Tue Mar 17, 2020 4:05 am

theghalwash Tue Mar 17, 2020 4:05 am
EvolverInteractive wrote:If the quality of your project comes down to a photo mapping vs path tracing. Wow. buy more cores or rent an server for baking. Make optimizations, and the focus on the visual ques that it takes to make a high end experience. Having progressive light build sounds great, but if you are doing the high end project like you are saying. Then it doesn't matter. You'll have the money to upgrade or just use a spare computer and building the lighting once a day and give yourself some time to workout the bad lightmap uvs. It should not stop you from doing great work.

path-tracing is a completely different approach and the most important factor in CG is lighting . octane is very good at this.
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