How To Build Lighting The Right Way In Unreal Engine 5 | GPU Lightmass Tutorial

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  • Опубликовано: 24 ноя 2024

Комментарии • 67

  • @b4ttlemast0r
    @b4ttlemast0r 11 месяцев назад +22

    Note that since this seems to be using hardware accelerated raytracing, it only works on GPUs that support it. So for Nvidia it's RTX 20 series or later, for AMD it's RX 6000 series or later, for Intel it's any Intel Arc GPU (no integrated GPUs). The time it takes to complete will differ a lot based on your GPU model.

    • @BubbaSatori
      @BubbaSatori 11 месяцев назад

      For Apple Silicon it’s M3 Macs.

    • @void_signal
      @void_signal 8 месяцев назад

      so i can bake lighting on amd 7800xt if i buy one ? but it will be 3-4 times slower. did I understand you correctly?

    • @yuriychemezov
      @yuriychemezov 7 месяцев назад

      is it a requirement only during the baking process??

  • @gamerslens2543
    @gamerslens2543 5 месяцев назад +1

    This is the video we needed - Thank you! A weeks worth of headache is now over. :)

  • @vid828
    @vid828 8 месяцев назад

    A great no nonsense tutorial

  • @RNMC69
    @RNMC69 11 месяцев назад +5

    Bro I really needed this tutorial u helped me alot

    • @MattAspland
      @MattAspland  11 месяцев назад +1

      Happy to help!

    • @ronaldfrota1048
      @ronaldfrota1048 11 месяцев назад

      @@MattAspland Man, I really wnt a detailed tutorial about illumination in unreal. That tutorial was awesome.

  • @ch0arrim
    @ch0arrim 2 месяца назад +1

    Awesome tutorial! Thank you so much for this :D

  • @MeanLemur24432
    @MeanLemur24432 11 месяцев назад +2

    I needed this

  • @ddvictor
    @ddvictor 9 месяцев назад +2

    On my project Dynamic Global Illumination is grayed out D: How can I change it?

  • @CompositingAcademy
    @CompositingAcademy 8 дней назад

    can anyone recommend somewhere to start with baked lighting workflows? It's just that unreal has so many lighting settings with realtime etc, there's probably just a bunch of correct boxes to be ticked correctly before doing light baking?
    Mainly just confused on how to get global illumination etc, without lumen

  • @chelo111
    @chelo111 11 месяцев назад +1

    dope video bro

  • @GIGANTOMECHA
    @GIGANTOMECHA 7 месяцев назад +1

    good video thank you😎

  • @alexanderalikin1210
    @alexanderalikin1210 11 месяцев назад +2

    The right way is to fix your lightmaps and texel density issues, regardless of what baker you're using.

  • @ghazinspace
    @ghazinspace 4 месяца назад +1

    hi. even if i change dynamic global to none and reflection to ... thes scene is stil dark after baking :(
    gpu RTX 4070

  • @wesss9353
    @wesss9353 11 месяцев назад

    Video Idea
    How about a video on color blindness and other options for the player with disabilities?
    Just greyscale and controller support?

  • @carlosrivadulla8903
    @carlosrivadulla8903 11 месяцев назад +4

    1.can the light coming from lumen gi be baked?
    2.If u choose this approach u can't use lumen right? or could u use lumen outdoors and baked light for indoors. How would u use both in a project?

    • @amasterofsome
      @amasterofsome 8 месяцев назад

      It would be tricky because lumen is run per pixel (ie perspective-based) whereas lightmass is calculated globally.

  • @Lionel_Marsden
    @Lionel_Marsden 11 месяцев назад +1

    Blue isnt always good. Somewhere between blue and green is normally ideal.

  • @DjTurbo-iq7st
    @DjTurbo-iq7st 11 месяцев назад +1

    does anyone know how to make a plank function for a fitness game

  • @One1ye19
    @One1ye19 11 месяцев назад +4

    great video
    can u pls make a video where u explain the best way to optimize the game inside the editor and if the fps lets say in game is avg 26 to 34 does it mean that the final game will be some where around that ?
    also thanks for your videos man they helped a lot !!

    • @miskliy1
      @miskliy1 11 месяцев назад +1

      yesss please need that

    • @FlockersDesign
      @FlockersDesign 11 месяцев назад +1

      Yes if you get this in the editor the buuld version will give the same ammount of fps of course depanding on the hardware

    • @One1ye19
      @One1ye19 11 месяцев назад

      @@FlockersDesign well bro u seem to have knowledge about unreal so pls bare with me cause im still new
      I have about 40 50 fps with textures in 2k basically and i have almost 4k object in my game and the scalability settings set to epic and i think i have ray tracing on i have only 3060 12gb vram my question is
      When i build the final version of the game lets say in editor is 50fps and on the final version i will have a graphic settings . Will lowering settings on the final version help ? Like i know my rig cant play all games on 2k resolution with high settings but im aiming for 1080 60fps since the majority of gamers tends to like it .
      Also sry for this page of history book idk how to explain my thoughts any less 😂.
      Thnx for replying before and hope evrey one have great day!!

    • @FlockersDesign
      @FlockersDesign 11 месяцев назад +1

      @@One1ye19 first of all always make builds in between development because some things may act different in a build version then in editor
      Second if you have a graphic's settings menu yes this will help with preformance
      But if you already have poor preformance with a 3060 what do you think haplends to people with older cards this is also somthing to need to think about
      You always want to aim for a stable 60 and above
      And this is just a start of it there is so mutch more you need to do

    • @One1ye19
      @One1ye19 11 месяцев назад

      @@FlockersDesign okay makes sense
      so heres the thing i just designed the level and some of the landscap and i only have about 6 lights
      Why am i having so much loss of performance like i did the light complexity stuff and lowering textures but the performance doesnt seem to go higher (only by 4 fps or so ) and how do i know if ray tracing is enabled or not cause i think its the problem bcz even with very optimized games when i try to enable ray tracing most of the games do not respond very well
      And if u know any tips for optimizing it will help a lot
      Thanks again man..

  • @PatrickTheDM
    @PatrickTheDM 11 месяцев назад

    Nice short cut!

  • @bellousow2607
    @bellousow2607 10 месяцев назад

    amazing

  • @SlayerDUDE1993
    @SlayerDUDE1993 Месяц назад

    if I have a GTX GPU does that mean the only way to bake lighting I have is a basic lightmass that works only with CPU? And it is while in *nity you can use any GTX card to bake lighting with GPU?

  • @f4vi
    @f4vi 11 месяцев назад

    awesome.

  • @diegofelix9868
    @diegofelix9868 11 месяцев назад

    Your tutorials are great, could you teach how a zombie AI could grab the character with animations and bite or the player could let go of them by pressing a button? Thanks!

  • @Tdfenn666
    @Tdfenn666 11 месяцев назад

    Any chance you happen to know how to put together a semi-realistic Disc (frisbee) throwing physics mechanic?

  • @ucf542
    @ucf542 5 месяцев назад

    Hey thanks for the tutorial! It works great, but is there a way to make it cast shadows with dynamic objects (like a player)?

  • @selimsaidi378
    @selimsaidi378 11 месяцев назад

    hello thanks for your video ! is this possible to use lumen with baking map ?

  • @RiverFox_YT
    @RiverFox_YT 6 месяцев назад

    does this mean that the lights can be deleted (to save performance) once they have been baked into the scene? or am i completely mis-understanding this?
    Also: i notice that when Realtime is off my fps is 117, when its on fps is 35 to 40. does this mean the fps will be 40 when i package the game?

    • @CL-fg5ne
      @CL-fg5ne 5 месяцев назад

      Technically if they're baked, they're basically just textures at that point. I'm pretty sure you can delete them at that point.
      The FPS during the light build shouldn't have an effect, the FPS after the build is more reflective of the real performance

  • @Hyjer
    @Hyjer 11 месяцев назад +1

    Does this plugin work on NVIDIA GeForce GTX 1660 Ti? For some reason, it doesn't work for me. Does this plugin only support NVIDIA RTX?

    • @johnnykaram881
      @johnnykaram881 8 месяцев назад +1

      Hello, this version of gpu lightmass that comes in the plugins folder works only for RTX gpus, so your only option is either the build lighting that comes with unreal or you can use Luoshuang’s gpu lightmaps which is technically the same as the one demonstrated in the video bas has support for older GPUs. But watch some tutorials on how to set it up since it is not a native plugin

  • @RemusCroft
    @RemusCroft 11 месяцев назад +1

    What about VRAM limitations? I guess you can use GPU Lightmass only 16+ gb VRAM.

    • @MattAspland
      @MattAspland  11 месяцев назад +1

      The more VRAM the quicker it will be yeah, for context I am using a 24GB 3090 card. I'm not 100% sure on the limitations and requirements though, it doesn't seem to be documented anywhere

  • @ORLANDMODZ
    @ORLANDMODZ 8 месяцев назад

    I did everything but the construction lighting option is not activated.

  • @hakkzii3863
    @hakkzii3863 11 месяцев назад

    Yo bro how do I make meshes unload when the player is a certain distance away then load back when closer

  • @blackred9571
    @blackred9571 3 месяца назад

    does this work with lumen??

  • @Ilya_Yatsko
    @Ilya_Yatsko 10 месяцев назад

    I'm struggling with baking lights on my scene because it turn black after bake no matter what I do and In your tutorial on how to fix that you said to use MOVABLE lights, but here you say to use only STATIC or STATIONARY lights, I don't understand...

  • @SOTOS_T
    @SOTOS_T 11 месяцев назад

    hello can you show as how to make a performance mode like fortnite?

  • @felixleung2566
    @felixleung2566 10 месяцев назад

    is the gpu lightmass break in UE5.3.2, cause it keeps crashing. : (

  • @Nynex
    @Nynex 11 месяцев назад

    Sorry for the noob question but Im trying to build for VR and baked lighting seems to be he way for now. But does GPU Lightmass work with Nanite?

  • @MrTreeGuy
    @MrTreeGuy 11 месяцев назад

    does this work with ue4 too? if not can u make a vid or something on it

    • @MattAspland
      @MattAspland  11 месяцев назад +1

      It does yep, you'll just need to enable the plugin for it

    • @MrTreeGuy
      @MrTreeGuy 11 месяцев назад

      @@MattAspland Ok

  • @yudi1st
    @yudi1st 6 месяцев назад

    I have RTX 4090 but GPU Lightmass said "requires hardware ray tracing which isn't supported by your GPU", any solution?

    • @CL-fg5ne
      @CL-fg5ne 5 месяцев назад

      Did you manage to fix it?

    • @乙醇-s4i
      @乙醇-s4i 3 месяца назад

      Same

  • @yvngkuba
    @yvngkuba 11 месяцев назад

    GTX 1650 isn't work with this plugin :c

  • @stephananemaat
    @stephananemaat 11 месяцев назад

    For some reason it doesn't build all of the scene for me, only some of it. Guess I'll stick to default light building for now until they improve it

    • @MattAspland
      @MattAspland  11 месяцев назад

      It can be a little buggy sometimes, but I've not had an issue like that before. I'd say to double check that all your lights are set to either static or stationary, and the meshes have valid lightmap UVs

    • @tonividalcasado5352
      @tonividalcasado5352 9 месяцев назад

      In the GPU Lightmass tab, check if you have the mode set on "Full Bake" and not "Bake what You see"

  • @jasonheilig5312
    @jasonheilig5312 3 месяца назад

    you need a RTX to use this

  • @zumbalexxo
    @zumbalexxo Месяц назад

    Typical Unreal 5.4.4. I did everything and when it's time to click the Build Lighting, it's inactive with some explanation in ancient Hebrew-Greek:
    “GPU Lightmass requires hardware ray tracing which is disabled by some of your project settings (an incompatible shader platform (e.g., ES3.1) is enabled and active, or disabled on your current target platform).”
    And I just activated that Hardware Ray Tracing!
    So GPU Lightmass is useless. Back to square one 😒

    • @chukwuodinaka646
      @chukwuodinaka646 7 дней назад

      Did you later solve this?

    • @zumbalexxo
      @zumbalexxo 7 дней назад

      No, I didn't Everything always works perfectly in a tutorial but hardly never when it's time to use it in the real world.
      Also, the comment section should be for support, critiques and ideas or at least have a filter for different comment types. It really doesn't help to scroll all the way down just to see the nonsensical generic "Omg thank you!" "Best" "make tutorial about... pliizz"

  • @dragondev2617
    @dragondev2617 4 месяца назад

    not possible, GT 1030 🙂