Attention, Folks! It should go without saying that if you need more resolution in your lightmaps (Aka, you want sharper, crisper, better shadows), don't hesitate to crank up the Lightmap Resolution higher, even if the Lightmap Viewmode indicates a bright red. The viewmode is just a rough indicator. Red is OK, especially if using GPU Lightmass. :)
hola, mi tiempo de cocinado esta bien, lo que tarda demasiado es en generar las secuencias con movie render, no se si es normal? o tambien afecten los light map? o sea mi equipo o alguna configuración me falta, mi equipo tiene un procesador ryzen 7, una geforce 2070, 32 en ram y 250 de disco duro en estado solido. tarda para 400 frames 6 o 7 horas...
Have you found a way to disable the pink highlight when the object is selected? It would be sure useful to see what the adjustemet is doing without having to de-select the object each time!
Hey William, I'm currently working on a VR project (Office, lots of furnitures...), and I'm curious if (GPU) lightbaking is still relevant with UE5? I guess so, but it would be interesting to see/hear how things (VR related) changed/evolved (if so) since UE5 came out. I couldn't really find any good Videos about the topic. Cheers
Who the fuck hit the dislike button on each videos... Those guys have no souls... Seriously? How can you hate so much free freaking pure gold content like this... Once again. Good video Will!
There have been several tools and plugins out there for years that do this. AutoLightmapUEr comes to mind, but it's still a good idea to manually check/adjust the lightmap density of hero assets or background elements.
So, I've found that if an object is tan/brownish color, that means it's a moveable object rather than Stationary or Static. But I can't figure out what a solid blue color indicates. I have some objects showing a solid blue that are static and changing the lightmap resolution doesn't make the blue change. Any idea what that means? Thanks!
William, would you mind making a tutorial about using the displacement maps in UE4 and how to set the mid-value to 0.5 so it doesn`t displace my mesh in the grey areas? it has been a real pain for me! Thank you so much for the amazing tutorials :D
Nope! It only affects the shadows that are ON said object. So for example: If my floor has a very low lightmap rez, the shadows on it will be low, regardless of whatever other object is there in front of it casting a shadow. Does that make sense?
It does not always work like this. Light map resolution is not the only most important thing . The unwrapping and proper UV islands - this is the key for proper bake esp for any curvy, round objects with keeping the possible smallest light map resolution. From my experience for quite rounded and even not super complex objects you need to have oversized light map to avoid bad squarish shadowing on its curvature. A badly made uv unwrapping for light maps and too low resolution show up when you going to make some close-up shots. So the problem is not so simple and the solution needs quite a lot of experience with uv unwrapping for light maps to have well baked shadows.
You’re completely correct of course! But this is just a video of me taking two minutes to answer a question from the community, not an in-depth tutorial on lightmapping :)
@@WilliamFaucher Yes scenes for delivery I think that everyone has a problem with it, can be useful specila if you work in ArchViz when files have 5, 10 GB or even more. You can do something about atomotive e.g light studio setup these these are just my thoughts :)
Nanite mesh appear black when I turn Lightmass Density view mode... any way to see those meshes' lightmap resolution or Nanite automatically adjusts that?
Hmmm, well sometimes meshes that don't have any lightmap UV's don't show up colored in that viewmode, but I've never tried to bake lighting with... nanite meshes. That sort of defeats the purpose of using UE5 since Lumen is here to replace baked lighting.
hello william, i need ur help in a render im doing, i have a problem where sometimes some meshes shows like alot of noise on them while others are perfectly rendered, i tried changing their lightmap and cranked up its resolution, but nothing changed, even in the movie render queue, i tried and up the samples and also nothing changed, what am i missing? i did everything like you said in your previous video for the movie render queue, but is it possible that the details are too high thats y its not rendering well?
My whole level is blue, ive lowered the lightmap res as much as possible on literally everything, the map isnt that big, there is some dense foliage though. After leaving my computer on for 3 days it only got to 14%. I have a lightmass importance volume covering only the playable area. I have an R9 5950X and an RTX 3090, 128GB of RAM and unreal is running off 2. m.2 nmve ssds in raid 0. I also have a 2TB pagefile because it kept crashing from running out of physical memory
Yeah I think it's totally up to you! Personally I err on the side of orange/red for some of the more detailed chunks. But I very often set them to green or even blue on smaller, irrelevant objects/props if there is no discernible difference! The main point of this video was to let people know that it is highly likely their lightmap resolutions are too high, globally, which can lead to insanely long build times. Starting off low, and working your way up where necessary is the best approach, IMO.
Is there a way to do that automatically? I am a developer and I am lazy... can´t we tell the engine to bump the values for specific options up oder sample them down to be "in the green area" or otherwise defined?
@@WilliamFaucher thanks for the reply, will have a look for it. What to do if the resolution is set to 4096 but the mesh is still blue (undermapped haha)? Have that case with some big blocks in my scene...
i have a problem where my (cpu) lightmaps take forever, for a relatively small scene, density is way up high (orange everything) and bakes still look meh.
@@WilliamFaucher ive already got one :( i think i found the culprit for the issue i was having though, finaly. Had to use a lower cell size, and higher smoothness, and to not compress them. Now i'm running into the problem where before i bake lighting my Stationary lights their Distance Field shadows look good- great even. But then I bake and they become hard, blocky messes, almost like it's overwriting them with much harder baked shadows.
I'll be honest with you, pathtracer really isn't ready for production at this point, it works OK for some things, but it is missing support for too many features for it to be reliable :(
Thank you for saving hours of our time .. i just want to ask you how to vertical tilt still images and also how to make the most realistic HDRI set up for archviz in exterior and interior .. because as i noticed the hdri in ue4 is perfect for GAME environment more than Archviz theme.. Thanks again
Thank you! This may seem counterintuitive but if you watch my "Anamorphic Depth of Field" tutorial video, I show off a plugin that does exactly what you need in regards to Tilt Shift! :)
@@lucafaggion5488 Wait really? Is there like anyh chance we can talk? I have 6500 hours in Elite and will help in any way possible, as well as trying to learn to edit better every day.
@@CmdrTigerKing yeah i have 1500+ hours, but im not currently playing it, got some university stuff to sort out but im planning to return as soon as odyssey hit the release
@@WilliamFaucher I have never used lightmass, but this pretty new tutorial mentions it indeed, where they explain the difference between CPU and GPU lightmass. At about the 7 minute mark: th-cam.com/video/H3PEVnRGA4s/w-d-xo.html
Attention, Folks! It should go without saying that if you need more resolution in your lightmaps (Aka, you want sharper, crisper, better shadows), don't hesitate to crank up the Lightmap Resolution higher, even if the Lightmap Viewmode indicates a bright red. The viewmode is just a rough indicator. Red is OK, especially if using GPU Lightmass. :)
hola, mi tiempo de cocinado esta bien, lo que tarda demasiado es en generar las secuencias con movie render, no se si es normal? o tambien afecten los light map? o sea mi equipo o alguna configuración me falta, mi equipo tiene un procesador ryzen 7, una geforce 2070, 32 en ram y 250 de disco duro en estado solido. tarda para 400 frames 6 o 7 horas...
Have you found a way to disable the pink highlight when the object is selected? It would be sure useful to see what the adjustemet is doing without having to de-select the object each time!
Hey William, I'm currently working on a VR project (Office, lots of furnitures...), and I'm curious if (GPU) lightbaking is still relevant with UE5? I guess so, but it would be interesting to see/hear how things (VR related) changed/evolved (if so) since UE5 came out. I couldn't really find any good Videos about the topic. Cheers
Excellent! Love the quick 2-minute Tuesday format.
Thanks! I like making them, too!
Your channel is pure gold, even if it's pretty niche, for all us UE enthusiasts. Thank you!
Thanks so much! Definitely very niche yeah, but I hope to widen the target audience a bit soon!
You ALWAYS come through for me at the right times. I LOVE ALLLLL of your videos! You're amazing and thank you!
Awesome formst with the 2 min tuesday! Straight to the point :)
Thanks, Martin!
congrats on 10k William!
Thanks Man!!
I accidentally read the title wrong, and thought the video means not two-minute tuesday, but "William Tuesday"
😂 ahahah amazing
Great, thanks again William! Fantastic tutorials as usual :)
Thanks so much David!
Who the fuck hit the dislike button on each videos...
Those guys have no souls...
Seriously?
How can you hate so much free freaking pure gold content like this...
Once again. Good video Will!
Haha thanks Mig!
Your videos are just clean and simple 🥰💕
Thanks so much!
Sweet idea on the quick tips Will! Nice work as always.
This opens up for a tool that automatically sets the light map resolutions based on that red or blue analysis.
There have been several tools and plugins out there for years that do this. AutoLightmapUEr
comes to mind, but it's still a good idea to manually check/adjust the lightmap density of hero assets or background elements.
2 minute Tuesdays, love it. Hate Tuesdays. ;-)
Don't we all!
Fantastic, thank you so much! Love your content brotha!
Love your content! Keep the unreal rendering content up!
So, I've found that if an object is tan/brownish color, that means it's a moveable object rather than Stationary or Static. But I can't figure out what a solid blue color indicates. I have some objects showing a solid blue that are static and changing the lightmap resolution doesn't make the blue change. Any idea what that means? Thanks!
I love this!!! Thanks so much mate 😎👍
This was super helpful, though now I am at scare one trying to solve a lighting issue lol.
omg, thank you so much, ive been having problems with this, i had ALL my lightmaps set to 1024 lol, you saved me
You're very welcome!
fast and smart, and here it is. Thanks
Cheers! Thanks for watching!
Its literally life saving. Thanks
That makes me so happy to hear! Thanks for writing, Ahmed!
William, would you mind making a tutorial about using the displacement maps in UE4 and how to set the mid-value to 0.5 so it doesn`t displace my mesh in the grey areas? it has been a real pain for me!
Thank you so much for the amazing tutorials :D
Great suggestion, thanks!
awesome quick tip. you rock
Unsung hero.
For detailed archviz we actually should then to red, as green is a 0.2 texel density that is not detailed enought for closeup shots.
I have a question on this topic, does the lightmap resolution affects the shadows projected in that object or the shadows made by that object?
Nope! It only affects the shadows that are ON said object. So for example: If my floor has a very low lightmap rez, the shadows on it will be low, regardless of whatever other object is there in front of it casting a shadow. Does that make sense?
Thank you very much!
Best tip ever..sir 🔥🔥🔥
wow nice, thank you....!
Hey William, would you mind making an in-depth tutorial on Performance Optimization for a large scene?
I used foliage do i have to do that for every single foliage pièce ?
excellent
Thank you!
thank you so much
Hi Will!
Quick question: does it need to be power of two every time for it to be optimized?
I have 4x RTX 2080 ti, the reason for me why it's slow because Epic does not include a multi GPU lightmass build. 😥
Yeah I don’t think unreal supports multi-gpu at all, to be honest. I seem to remember reading there’s a workaround but it’s not a native solution :(
@@WilliamFaucher yes, totally annoying. you can't even buy a 3090 anywhere. 😥
Thanks
Cheers!
It does not always work like this.
Light map resolution is not the only most important thing . The unwrapping and proper UV islands - this is the key for proper bake esp for any curvy, round objects with keeping the possible smallest light map resolution.
From my experience for quite rounded and even not super complex objects you need to have oversized light map to avoid bad squarish shadowing on its curvature.
A badly made uv unwrapping for light maps and too low resolution show up when you going to make some close-up shots.
So the problem is not so simple and the solution needs quite a lot of experience with uv unwrapping for light maps to have well baked shadows.
You’re completely correct of course! But this is just a video of me taking two minutes to answer a question from the community, not an in-depth tutorial on lightmapping :)
Hi William I real like the compact information in 2-minute BTW maybe you cover something about packing and size files ?
Thanks so much man!
When you say packing and file sizes, do you mean when packaging the scenes for delivery? Or...?
@@WilliamFaucher Yes scenes for delivery I think that everyone has a problem with it, can be useful specila if you work in ArchViz when files have 5, 10 GB or even more. You can do something about atomotive e.g light studio setup these these are just my thoughts :)
Nanite mesh appear black when I turn Lightmass Density view mode... any way to see those meshes' lightmap resolution or Nanite automatically adjusts that?
Hmmm, well sometimes meshes that don't have any lightmap UV's don't show up colored in that viewmode, but I've never tried to bake lighting with... nanite meshes. That sort of defeats the purpose of using UE5 since Lumen is here to replace baked lighting.
Good stuff! Thx!
Thank you for watching!
hello william, i need ur help in a render im doing, i have a problem where sometimes some meshes shows like alot of noise on them while others are perfectly rendered, i tried changing their lightmap and cranked up its resolution, but nothing changed, even in the movie render queue, i tried and up the samples and also nothing changed, what am i missing? i did everything like you said in your previous video for the movie render queue, but is it possible that the details are too high thats y its not rendering well?
could someone help me ? I want to make a turn around in unreal but, I cant parent my camera to a null and make the render. It didn't work
Hello and thank you, I did set well but still take huge amount of time
Le meilleur!!
Merci!
My whole level is blue, ive lowered the lightmap res as much as possible on literally everything, the map isnt that big, there is some dense foliage though. After leaving my computer on for 3 days it only got to 14%. I have a lightmass importance volume covering only the playable area. I have an R9 5950X and an RTX 3090, 128GB of RAM and unreal is running off 2. m.2 nmve ssds in raid 0. I also have a 2TB pagefile because it kept crashing from running out of physical memory
I've always been wondering if it's really necessary to use a power of 2 in the lightmap resolution, since they are all merged into one big map anyway
You know what, that’s a great question. I just do it out of habit but I should probably look into that...
I wrote lightm but nothing came up what should i do
Shouldn't the lightmap resolution for every object be orange for the most good-looking results?
Yeah I think it's totally up to you! Personally I err on the side of orange/red for some of the more detailed chunks. But I very often set them to green or even blue on smaller, irrelevant objects/props if there is no discernible difference! The main point of this video was to let people know that it is highly likely their lightmap resolutions are too high, globally, which can lead to insanely long build times. Starting off low, and working your way up where necessary is the best approach, IMO.
Is there a way to do that automatically? I am a developer and I am lazy... can´t we tell the engine to bump the values for specific options up oder sample them down to be "in the green area" or otherwise defined?
There's probably a plugin for that yeah, but I don't think there is a way to do it natively
@@WilliamFaucher thanks for the reply, will have a look for it. What to do if the resolution is set to 4096 but the mesh is still blue (undermapped haha)? Have that case with some big blocks in my scene...
Nice videos keep it up
Thank you!
So, Is red density ok for Gpu lightmass instead on Lighmaps?
Absolutely! The Blue-Green-Red is more of a rough guideline. I usually set most objects to green as a baseline, and work my way up where necessary :)
i have a problem where my (cpu) lightmaps take forever, for a relatively small scene, density is way up high (orange everything) and bakes still look meh.
If you're using CPU lightmass, try used a Lightmass Importance Volume, should help!
@@WilliamFaucher ive already got one :( i think i found the culprit for the issue i was having though, finaly. Had to use a lower cell size, and higher smoothness, and to not compress them. Now i'm running into the problem where before i bake lighting my Stationary lights their Distance Field shadows look good- great even. But then I bake and they become hard, blocky messes, almost like it's overwriting them with much harder baked shadows.
Give some path tracing denoiser tutorial for rendering plz
I'll be honest with you, pathtracer really isn't ready for production at this point, it works OK for some things, but it is missing support for too many features for it to be reliable :(
Thank you for saving hours of our time .. i just want to ask you how to vertical tilt still images and also how to make the most realistic HDRI set up for archviz in exterior and interior .. because as i noticed the hdri in ue4 is perfect for GAME environment more than Archviz theme.. Thanks again
Thank you! This may seem counterintuitive but if you watch my "Anamorphic Depth of Field" tutorial video, I show off a plugin that does exactly what you need in regards to Tilt Shift! :)
Will you consider creating an Elite Dangerous Cinematic
nice idea,I love elite!
@@lucafaggion5488 Wait really? Is there like anyh chance we can talk? I have 6500 hours in Elite and will help in any way possible, as well as trying to learn to edit better every day.
I've never heard of this before! I've been living under a rock in regards to games lately XD
@@WilliamFaucher It's been around since 1984 :)
@@CmdrTigerKing yeah i have 1500+ hours, but im not currently playing it, got some university stuff to sort out but im planning to return as soon as odyssey hit the release
How to apply Nvidia Denoiser in UE4
good job bro ☝️☝️☝️👍👍
Thank you!
@@WilliamFaucher your welcome man 🙏🙏
Master, I like your tutorial video. Can you record a tutorial on skins shader in UE? Thank you!
That's a great suggestion, thank you!
I'm sorry...i'm not seeing any of these options. Where are they? I can't override or anything.
Also, it doesn't have to be a power of two
Interesting, I had no idea. That said, I stick with power of two anyway because anything else feels so wrong :P
U look like Jack Hughman but with beard
Holy crap best compliment ever??
@@WilliamFaucher 🙂😌
For gpu LM should be red
Should it? I also tend to err on the side of red for things, but do you have any documentation to back this up?
@@WilliamFaucher I have never used lightmass, but this pretty new tutorial mentions it indeed, where they explain the difference between CPU and GPU lightmass. At about the 7 minute mark:
th-cam.com/video/H3PEVnRGA4s/w-d-xo.html