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April 20, 17
スライド概要
Epic Games Japan hold a meeting named "Lightmass Deep Dive" on July 30, 2016.
A Japanese architectural artist, Kenichi Makaya, created Casa Barragan on UE4. the architecture is a house of Mexican Architect, Luis Barragan. And he gave a presentation about making of the scene. .
CASA BARRAGAN Unreal Engine4
https://www.youtube.com/watch?v=Y7r28nO4iDU&feature=youtu.be
EGJ translated the slide for the presentation to English and published it.
Unreal Engineを開発・提供しているエピック ゲームズ ジャパンによる公式アカウントです。 勉強会や配信などで行った講演資料を公開しています。 公式サイトはこちら https://www.unrealengine.com/ja/
Lightmass Deep Dive #2 Practical usage of Lightmass in Architectural Visualization
Architectural Visualizer Kenichi Makaya
Profile • Creating architectural perspectives since 2008 as a freelancer. • Started creating architectural content with UE4 soon after its release.
CASA BARRAGAN
Scene Data Used in this Presentation Casa Barragan Forum Sample Reference Resources House of Mexican Architect, Luis Barragan https://forums.unrealengine.com/showthread.php? 88952-Lets-make-Lightmass-EPIC-(and -understandable)&p=413678&viewfull=1#post413678
Test PC Specs • CPU • Memory • GPU Core i7 4790K 4.0GHZ x 4 core 16GB GTX770
Presentation Theme
Improving Lightmass Details and Addressing Artifacts
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Production Settings with Normal Lighting Layout
Final Settings
Rendering Soft Indirect Lighting
Likely differs from optimizations for games
Procedure 1. Selecting Lights 2. Setting up the Scene 3. Testing Lighting 4. Lighting Sketch (Esquisse) 5. Final Lighting 6. Lightmass Deep Dive
1. Selecting Lights
Four Types of Lights: • Directional Light • Point Light • Spot Light • Sky Light
Light Mobility: Static or Stationary?
Designed mainly using Directional Light and Sky Light But encountered problems....
Insufficient diffraction of Indirect Light
Sky Light can calculate only one bounce of Indirect Light
Drawbacks of Sky Light Lighting from Sky Light only
Drawbacks of Sky Light Insufficient diffraction of Indirect Light
Because no photons are emitted
Emit Photons Emit No Photons • Directional Light • Point Light • Spot Light • Sky Light
Need Soft Indirect Lighting from the window
Spot Light placed in window Static Spot Light Source Radius 200
Both Light and Shadows are hard
Used Koola-style Bounce Card
What is a Koola Bounce Card? Supports multiple bounces of Indirect Light while enabling Soft Lighting.
Koola Bounce Card Size 200 x 200 cm
Static Spot Light Source Radius 200
Main Lights Used in Casa Barragan • Directional Light Stationary • Sky Light • Koola Bounce Card Static Static Spot Light Decided to try the above settings first
2. Setting up the Scene
Lightmass Importance Volume Placement Specifies Area for Volume Lighting Samples
Lightmass Portal Specifies Area of Focus for Final Gathering calculations
Improved Skylight Quality With Portal
Improved Skylight Quality Without Portal
Improved Skylight Quality With Portal
Improved Skylight Quality Without Portal
Reflection Capture Placement Without Reflection Captures, results are poor due to Skylight reflection
Reflection Capture Placement Better to temporarily place Reflection Captures to approximate the final image
PostProcess Off • Auto Exposure • Causes exposure changes • Bloom • Overly bright screen and poor results • Screen Space Ambient Occlusion (AO) Difficult to tell if results are from the light bake or from AO
Compress LightMaps off UMAP size 63MB UMAP size 90MB Not sure whether noise is caused by insufficient number of samples during light bake or by compression noise. Be careful of increase in Light map size!
3. Test Lighting
Adjusting Lighting Balance Preview or Medium Lighting Quality is good enough
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 0 2m54s
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 1 3m41s
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 2 3m35s
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 3 3m46s
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 5 3m39s
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 10 3m55s
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 20 3m42s
Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 100 3m31s
Adjusting Num Indirect Lighting Bounces • Differences are practically unnoticeable at around 10 • Almost no influence on build time