My name is Gabriel Paiva and am an Authorize Unreal Instructor. Subscribe for the News and Toots! about Unreal Engine. www.linkedin.com/in/gabrielpaivaharwat www.artstation.com/tylerdruten
Could you do an update on this awesome video for unreal 5.3? Especially would be super helpful for the VR template! Some settings are quite different but it still allows GPU lightmass and raytracing.
Thank you for your video, I’m new and just start learning UE5 to create Archviz, really like Lumen and Nanite features in UE5, but wanna make it in VR, that’s not work for lumen and Nanite because there’s a performance consideration, guess that the best approach is using LOD and baked, your video helps but I still not sure am I need to start with UE4 if I wanna go VR, struggling for weeks.
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
Wow, the virtual shadow maps option is exactly what i also wanted, since my shadows were looking a bit weird in the distance and not too crisp, also i think my performance got better, wow
It may be me not having followed closely but it looks like you forgot to mention that in project settings you have to activate "Allow Static Lighting". Nice video
Very informative. It would have been cool to show some side by side footage of the game running with Lumin/Nanite, and the game without them but baked so we could see the quality differences. Is there much difference in the quality of the scene?
Great video, really informative to get a baked scene in UE5. I wanted to know, is there a way to export out the texture as well as the light map out of Unreal? I basically want to use Unreal just for baking and have the scene displayed in 3d outside of the engine.
Very good and instructive video, thank you very much ! Can I disable every ray traced settings (in postprocess and project settings) after the bake without breaking everything ? I work on a project without ray tracing and I want to know if it is possible to enable it just to bake and disable it after ?
Hey if you're baking on 5.1 make sure you use Nvidia driver 522.25, anything more recent suffers from severe baking artifacts. (Spreading the word because it took me forever to discover the fix)
Thanks for sharing. One minor correction. I believe you should disable all raytracing effects BEFORE you use GPU Lightmass. The console command removes raytracing from the viewport only. See William Faucher’s explanation
The actual documentation says that "is best" to use the console command to disable Raytrace features, but that is not required. You should turn the effects off after the bake because you will have a double effect on the scene.
OTOY this month released Octane 2022.1 for Unreal Engine - 0.62. It now features OctaneLightmass, a first version of the octane lightmapper for Unreal (experimental). This GPU path tracer is free for a single GPU but the plugin can use multi-card setups. It though requires that you translate the UE materials to Octane materials, which there is an automated function to do so. I would be very curious if you see a significant difference regarding quality or speed testing it. Multi-GPU could be a game changer.
As of this post if you're trying to use GPU lightmass in UE 5.1 you need to use Nvidia driver 522.25, anything more recent than that suffers from severe baking artifacts.
@@maymayman0 It still look better with lumen and its faster to iterate than doing baked lights. I think the advantage of being able to bake lumen would be that you could take advantage of lumen's ease of use and bake everything when you're happy with the result. At the moment, if you go back to baked stuff, you won't get the same result as with Lumen; you'll have to tweak the parameters until you get something similar, which means extra work.
Hey I´m working with UE5 5.0.3, and I have to make a VR project. Do you think this trick would work for running my scene in VR due to Lumen are not still ready for VR?
Hi there! At 7:40 you say that we shouldn't change Lumen to Standalone Ray Traced in the Project Settings, since it's being overridden by the PostProcessVolume. However, when I change those parameters to Standalone Ray Traced in the Project Settings, my fps increase dramatically to 120fps, the lighting becomes different and the lights are indeed baked in (when I delete a mesh the shadow remains). Am I right in this?
Watching this video and considering the UE 5.1 update, do you think that baking is still a viable option to launch a video game with static scenarios? Or can lumen be given a chance?
Lumen is not ready for baking or to share its features with a baked level, for now. Anyway I believe that even when Lumen start sharing with baked Lit scenarios Its going to be Pathtracer the actual GI solution for baking. IMHO.
This was a great video, however can you please explain why you set the GI to brute force, Ray tracing? The GI is controlled by the bake. So it should be set to screenspace GI. Brute force is dynamic GI. Maybe Im missing something :) Thank you!
GPU Lightmass differs from norma CPU Lightmass in that what how ever you see your scene with Raytrace lighting should be the end result of the baking. Is like a "What you see is what you get" Scenario, and Raytrace Bruteforce GI gives the best quality at a higher cost. But as you are not going to run it every frame, just for a pic (Bake) then use it as it will give you the best result.
At the end of the video you use a console command to disable Raytracing. Can't you just change the setting in the post process to achieve the same result? Or is this something you have to repeat everytime you bake lights I have a game that uses nanite but not lumen. And I am currently baking lights...what do you mean that building lights does not work with nanite? Thanks a lot in advance for you time. Cheers
Hello, i just used the command to show that the scene was baked and not the Raytrace effect. But yeah i could have just set GI to none in the PPV. Nanite will work but some viewmodes like to check light texture resolution do not work.
Hello, once you do this baking, can you export GLTF with all the baked materials so you can use it in an web renderer? I know that the GLTF export plugin has some options for baking materials. Is that any different than the Lightmap baking? Your method seems much easier and complete!
@@GUMLIVES So what happens if you export the baked scene as gltf? Is it going to mess up the uv and textures ? That would be a real shame if there is no workaround. Its the only thing that's missing from UE bu I guess they don't have any interest in doing that. I would like to be able to share a scene on a webgl platform.
Does nanite work with ray tracing tho, cause I don’t think it does at least for reflections. Also what’s the difference between static lights and stationary lights? edit: never mind u did anwser the question in the video, but can I still ask for the difference between static, stationary and moveable lights
You can use Nanite with baked lighting, I have tested it and works fine using CPU baking, but I have not tried GPU baking. Static - The light does not move and cannot move during runtime. It is baked into the mesh light maps when baking (What he uses in the video and cannot move ever after baked or it breaks) Stationary - Middle ground between static and movable. It is a light that can change its colour, and brightness at runtime but cannot move, rotate or change influence size. (ex: flickering light) Movable - Is not baked at all when baking lighting and can move during runtime (ex: a light on a moving platform that turns on and off and moved)
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
Does capturing reflections no longer work? I have an HDRI backdrop in my scene, and after doing this, all the diffuse lighting baked fine but now all my specular and HDRI reflections are gone... reflection captures arent picking anything up except the other geometry
@@GUMLIVES I tried rebuilding several times, no effect. I have to make the lights and hdri backdrop visible again to get them back.... But I thought the reflection captures would bake those in...
Crashed hard, i guess no baking for my scene, perhaps it's too big or idk what I did wrong, it was a bit unoptimized to be real, especially textures... Perhaps i will bake the next project.
Thank you , I did the job as you said and everything is look cool in my scene but when click the play button everything is get darker! any idea why this is happening!? (Auto Exposure is already off)
After I bake and turn off ray tracing etc there is no volumetric scattering in my scene. Does that only work with movable lights or How do I set it up?
If you're on UE 5.1 make sure you use Nvidia driver 522.25 and not anything more recent (as of this post), the newer drivers cause severe issues that break GPU lightmass results on 5.1
Hello, not for the moment. Unreal 5 is in this awkward time when Lumen still cannot be use, or to be used, with baked lights. So that leave us with the difficult decision of abandoning Lumen if we bake lights in our scene, but at the same time Raytracing Deprecated wont work in tandem with bake lights. So Right now there is not much use of any stationary lights apart from using UE5 as it was UE4, with no real GI method (other than SSGI).
Why can't we bake the lumen result for a much more performance, for example, I have a game that the light hardly changes and the objects hardly changes. why does lumen have to be calculated every frame for everything? wouldn't this be amazing???
I tried using GPU lightmass, but i received an error "Your GPU dont support GPU lightmass" My video card is an RX5500Xt 8gb How will I be able to bake the lights?
Very well explained. Thank you. Anyway, just wanted to ask, can we bake lights for scenes with moving/interactive objects? (Like opening/closing doors and windows, Turing lights on/off)
moving doors isn’t an issue to bake, the shadow will just be on them statically, but if you want to turn off/on a light you have to set that light to movable. that doesn’t mean you have to set every light to movable, you can mix them.
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
Nanite doesnt work with baking? I think you are mistaken? This is simply not true and nanite does work with baking. However I did not try nanite with GPU baking.
So it seems they do support baked lighting as long as you enable the use of virtual shadow maps. However, these would be an overkill for non-nanite objects so probably per-static mesh optimizations should be made (havent tested if thats even possible though).
UE 5.1, Build --> GPU Lightmass does not exist anymore (shown at 8:30 in video), I tried everything, GPU supports RTX, plugin is Enabled, theres no way of opening that GPU Lightmass window anymore???.
Are you 100% sure Lightmass Baking doesn't work with Lumen? Of course, Nanite doesn't work. But where in the documentation does it say, Lumen can't be used for CPU Baking? Love your video, keep rocking. Cheers
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
Can you do a video about using landscape vs using nanite meshes/megascans to create big worlds/semi open world? Because it seems like the new workflow is to simple uses meshes for everything and not use landscape, but i am not buying it imo
You can still use landscapes, even Nanite Landscapes if you need to. But with Nanite you can create "hero" near camera ground planes if you need to and dress them with Quixel blending material and foliage.