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

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  • เผยแพร่เมื่อ 21 ธ.ค. 2024

ความคิดเห็น • 67

  • @b4ttlemast0r
    @b4ttlemast0r ปีที่แล้ว +23

    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 ปีที่แล้ว

      For Apple Silicon it’s M3 Macs.

    • @void_signal
      @void_signal 9 หลายเดือนก่อน

      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 8 หลายเดือนก่อน

      is it a requirement only during the baking process??

  • @gamerslens
    @gamerslens 6 หลายเดือนก่อน +1

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

  • @vid828
    @vid828 9 หลายเดือนก่อน

    A great no nonsense tutorial

  • @RNMC69
    @RNMC69 ปีที่แล้ว +5

    Bro I really needed this tutorial u helped me alot

    • @MattAspland
      @MattAspland  ปีที่แล้ว +1

      Happy to help!

    • @ronaldfrota1048
      @ronaldfrota1048 ปีที่แล้ว

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

  • @CompositingAcademy
    @CompositingAcademy หลายเดือนก่อน

    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

  • @ch0arrim
    @ch0arrim 3 หลายเดือนก่อน +1

    Awesome tutorial! Thank you so much for this :D

  • @MeanLemur24432
    @MeanLemur24432 ปีที่แล้ว +2

    I needed this

  • @ddvictor
    @ddvictor 10 หลายเดือนก่อน +2

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

  • @DjTurbo-iq7st
    @DjTurbo-iq7st ปีที่แล้ว +1

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

  • @Tdfenn666
    @Tdfenn666 ปีที่แล้ว

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

  • @carlosrivadulla8903
    @carlosrivadulla8903 ปีที่แล้ว +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 9 หลายเดือนก่อน

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

  • @ucf542
    @ucf542 5 หลายเดือนก่อน

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

  • @ghazinspace
    @ghazinspace 5 หลายเดือนก่อน +1

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

  • @SlayerDUDE1993
    @SlayerDUDE1993 2 หลายเดือนก่อน

    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?

  • @One1ye19
    @One1ye19 ปีที่แล้ว +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 ปีที่แล้ว +1

      yesss please need that

    • @FlockersDesign
      @FlockersDesign ปีที่แล้ว +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 ปีที่แล้ว

      @@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 ปีที่แล้ว +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 ปีที่แล้ว

      @@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..

  • @RiverFox_YT
    @RiverFox_YT 7 หลายเดือนก่อน

    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 6 หลายเดือนก่อน

      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

  • @RemusCroft
    @RemusCroft ปีที่แล้ว +1

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

    • @MattAspland
      @MattAspland  ปีที่แล้ว +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

  • @Hyjer
    @Hyjer ปีที่แล้ว +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 9 หลายเดือนก่อน +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

  • @ORLANDMODZ
    @ORLANDMODZ 9 หลายเดือนก่อน

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

  • @blackred9571
    @blackred9571 4 หลายเดือนก่อน

    does this work with lumen??

  • @hakkzii3863
    @hakkzii3863 ปีที่แล้ว

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

  • @Ilya_Yatsko
    @Ilya_Yatsko 11 หลายเดือนก่อน

    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...

  • @selimsaidi378
    @selimsaidi378 ปีที่แล้ว

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

  • @SOTOS_T
    @SOTOS_T 11 หลายเดือนก่อน

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

  • @chelo111
    @chelo111 ปีที่แล้ว +1

    dope video bro

  • @felixleung2566
    @felixleung2566 11 หลายเดือนก่อน

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

  • @Nynex
    @Nynex ปีที่แล้ว

    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 ปีที่แล้ว

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

    • @MattAspland
      @MattAspland  ปีที่แล้ว +1

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

    • @MrTreeGuy
      @MrTreeGuy ปีที่แล้ว

      @@MattAspland Ok

  • @alexanderalikin1210
    @alexanderalikin1210 ปีที่แล้ว +2

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

  • @yudi1st
    @yudi1st 7 หลายเดือนก่อน

    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 6 หลายเดือนก่อน

      Did you manage to fix it?

    • @乙醇-s4i
      @乙醇-s4i 3 หลายเดือนก่อน

      Same

  • @GIGANTOMECHA
    @GIGANTOMECHA 8 หลายเดือนก่อน +1

    good video thank you😎

  • @PatrickTheDM
    @PatrickTheDM ปีที่แล้ว

    Nice short cut!

  • @stephananemaat
    @stephananemaat ปีที่แล้ว

    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  ปีที่แล้ว

      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 10 หลายเดือนก่อน

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

  • @diegofelix9868
    @diegofelix9868 ปีที่แล้ว

    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!

  • @wesss9353
    @wesss9353 ปีที่แล้ว

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

  • @Lionel_Marsden
    @Lionel_Marsden ปีที่แล้ว +1

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

  • @bellousow2607
    @bellousow2607 11 หลายเดือนก่อน

    amazing

  • @f4vi
    @f4vi ปีที่แล้ว

    awesome.

  • @yvngkuba
    @yvngkuba ปีที่แล้ว

    GTX 1650 isn't work with this plugin :c

  • @zumbalexxo
    @zumbalexxo 2 หลายเดือนก่อน

    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 หลายเดือนก่อน

      Did you later solve this?

    • @zumbalexxo
      @zumbalexxo หลายเดือนก่อน

      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 5 หลายเดือนก่อน

    not possible, GT 1030 🙂

  • @jasonheilig5312
    @jasonheilig5312 4 หลายเดือนก่อน

    you need a RTX to use this