Practical usage of Lightmass in Architectural Visualization (Kenichi Makaya, UE4 Lightmass Deep Dive)

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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.

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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/

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関連スライド

各ページのテキスト
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Lightmass Deep Dive #2 Practical usage of Lightmass in Architectural Visualization

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Architectural Visualizer Kenichi Makaya

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Profile • Creating architectural perspectives since 2008 as a freelancer. • Started creating architectural content with UE4 soon after its release.

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CASA BARRAGAN

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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

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Test PC Specs • CPU • Memory • GPU Core i7 4790K 4.0GHZ x 4 core 16GB GTX770

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Presentation Theme

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Improving Lightmass Details and Addressing Artifacts

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Production Settings with Normal Lighting Layout

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Final Settings

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Rendering Soft Indirect Lighting

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Likely differs from optimizations for games

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Procedure 1. Selecting Lights 2. Setting up the Scene 3. Testing Lighting 4. Lighting Sketch (Esquisse) 5. Final Lighting 6. Lightmass Deep Dive

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1. Selecting Lights

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Four Types of Lights: • Directional Light • Point Light • Spot Light • Sky Light

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Light Mobility: Static or Stationary?

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Designed mainly using Directional Light and Sky Light But encountered problems....

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Insufficient diffraction of Indirect Light

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Sky Light can calculate only one bounce of Indirect Light

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Drawbacks of Sky Light Lighting from Sky Light only

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Drawbacks of Sky Light Insufficient diffraction of Indirect Light

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Because no photons are emitted

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Emit Photons Emit No Photons • Directional Light • Point Light • Spot Light • Sky Light

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Need Soft Indirect Lighting from the window

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Spot Light placed in window Static Spot Light Source Radius 200

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Both Light and Shadows are hard

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Used Koola-style Bounce Card

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What is a Koola Bounce Card? Supports multiple bounces of Indirect Light while enabling Soft Lighting.

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Koola Bounce Card Size 200 x 200 cm

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Static Spot Light Source Radius 200

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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

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2. Setting up the Scene

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Lightmass Importance Volume Placement Specifies Area for Volume Lighting Samples

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Lightmass Portal Specifies Area of Focus for Final Gathering calculations

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Improved Skylight Quality With Portal

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Improved Skylight Quality Without Portal

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Improved Skylight Quality With Portal

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Improved Skylight Quality Without Portal

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Reflection Capture Placement Without Reflection Captures, results are poor due to Skylight reflection

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Reflection Capture Placement Better to temporarily place Reflection Captures to approximate the final image

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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

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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!

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3. Test Lighting

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Adjusting Lighting Balance Preview or Medium Lighting Quality is good enough

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 0 2m54s

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 1 3m41s

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 2 3m35s

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 3 3m46s

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 5 3m39s

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 10 3m55s

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 20 3m42s

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Adjusting Num Indirect Lighting Bounces Num Indirect Lighting Bounces 100 3m31s

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Adjusting Num Indirect Lighting Bounces • Differences are practically unnoticeable at around 10 • Almost no influence on build time