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Progressive Lightmapper vs Enlighten vs Lightmass

Discussion in 'Graphics Experimental Previews' started by UnityLighting, Feb 1, 2017.

  1. UnityLighting

    UnityLighting

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    Hi

    Progressive Light mapper is available in 5.6b6
    I want to compare two light mappers in screenshots and videos.
    My first test is in a simple scene ( Bake time is same, Indirect light quality is awesome in the new light mapper)

    Gif:
    www.GIFCreator.me_Bcaz1Z.gif
    www.GIFCreator.me_ebq3nB.gif
     
  2. Vagabond_

    Vagabond_

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    I did some quick tests and it beats up Enlighten totally moreover at high resolution
     
  3. UnityLighting

    UnityLighting

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    www.GIFCreator.me_7z0E7W.gif
    www.GIFCreator.me_cpYzrp.gif
    www.GIFCreator.me_7z0jHZ.gif
    www.GIFCreator.me_mTh937.gif
     
  4. UnityLighting

    UnityLighting

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    Progressive Lightmapping helps me to make best lighting setups for my scenes
    This is a test thats impossible with enlighten in 10-30 minutes:
    t1234.jpg
    t34.jpg
    t21.jpg
    t.jpg
     
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  5. hippocoder

    hippocoder

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    Nice improvement.
     
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  6. UnityLighting

    UnityLighting

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    First baked with Progressive Lightmapper with 1000 resolution and High settings, Then switched to Enlighten.Bake time 2-3 min
    www.GIFCreator.me_uzEfEH.gif

    p12.jpg

    p1-3.jpg
    p1-4.jpg
     
    Last edited: Feb 2, 2017
  7. Vagabond_

    Vagabond_

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    I am so happy about the Progressive Lightmapper - just speechless - thanks Unity :)
     
  8. CDF

    CDF

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  9. PolygonFormation

    PolygonFormation

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    Hi guys,

    Cool progressive lightmapper, indeed.
    Now we identified a bug on scaled -1 objects (often used in ArchViz for couch or curtains for example) : black texels !

    See attached images.
    (Pure static lightmapping, with non overlapped UVs etc...)

    Thanks !

    SMaX
     

    Attached Files:

  10. AcidArrow

    AcidArrow

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    ...right.
     
  11. UnityLighting

    UnityLighting

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    The native light map resolution for my model is 230.
     
  12. UnityLighting

    UnityLighting

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    Ambient Occlusion value is now changed from 10 to 1. You need to use something around 0.1 for AO for similar to UE4 AO.
    I don't know about your problem
     
  13. AcidArrow

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    He is talking about scaling the objects.

    That makes the normals all wrong and makes the lightmapper think it is looking at back faces and rejects the texels.

    Either play with back face tolerance, or stop using negative scale for your models.
     
  14. UnityLighting

    UnityLighting

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  15. PolygonFormation

    PolygonFormation

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    Hi Acid,

    Yeah well, i also need to say that enlighten handled these negative scale correctly (in static baked mode at least) !
     
  16. AcidArrow

    AcidArrow

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    It did? That's bizarre, it should behave the same.
     
  17. PolygonFormation

    PolygonFormation

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    Yes, look :)

    Bug reported this negative scale behaviour : Case 877021 !
     

    Attached Files:

    Last edited: Feb 2, 2017
  18. UnityLighting

    UnityLighting

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    Lightmap scale should be a positive value.
    What is mean a negative value?
     
  19. AcidArrow

    AcidArrow

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    He means the object (the transform.localScale) is scaled negatively, not lm scale.
     
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  20. UnityLighting

    UnityLighting

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    Just for fun:
    10.jpg
    20.jpg

    My preview about Progressive lightmapper (Part 1 is about day lighting and part 2 is about night)

     
    Last edited: Feb 4, 2017
    KRGraphics, CTPEJIOK22 and SteveB like this.
  21. CTPEJIOK22

    CTPEJIOK22

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    thank you a lot, i watched your videos and started to work with PL too and its simple and fun. you parking scene is really great.
     
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  22. CTPEJIOK22

    CTPEJIOK22

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    my tests: enlighten vs Progressive lighmapper
    EN.jpg PL.jpg

    settings the same, but time is different. about 20 sec for PL and about 40 mins for EN.
     
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  23. KRGraphics

    KRGraphics

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    These tests are all beautiful... once I get a copy of Alloy working with the beta, then I will real test the bake quality of my levels, especially interior levels.
     
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  24. KRGraphics

    KRGraphics

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    I really love the progressive lightmap renders of the interiors... something that enlighten really struggle with at times... I did a recent test with baking at high resolution for my Sanctuary level and it looks SOOOOOO good.
     
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  25. UnityLighting

    UnityLighting

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  26. Kuba

    Kuba

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    @aliyeredon2, this is likely caused by single sided goemetry and those texels below the tree seeing mostly backfaces. Please check the validity scene view visualisation for red texels and adjust the backface tolerance via LightmapParameters on the ground plane.
     
  27. UnityLighting

    UnityLighting

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    Thank you. It works :
    Untitled.jpg

    Also my tree model was double sided before
     
  28. UnityLighting

    UnityLighting

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    Attached Files:

    Last edited: Mar 26, 2017
  29. UnityLighting

    UnityLighting

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    [20 images limit per post]
    Progressive Lightmapper









     
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  30. KRGraphics

    KRGraphics

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    This is BEAUTIFUL!! And I love the progressive lightmapper... I'm willing to wait for it to bake especially if it looks THIS good.
     
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  31. UnityLighting

    UnityLighting

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    Yes it's really game changer. With PL and Post Processing Stack now unity is best engine for graphics and lighting in the world. . Because Unity designed for all genre of the games, all genre of the scenes and all genre of the platforms.
    PL helps me to find best setup for each scene lighting in 3 min instead of 3 days.
     
  32. AcidArrow

    AcidArrow

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    I'm quite content with the progressive lightmapper.

    I'll actually be happy once they introduce some importance sampling for emissive materials, some sort of smarter filtering and proper light falloffs when baking.

    All of which I believe are coming so yay! (and patience :) )
     
  33. Vagabond_

    Vagabond_

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    Are there importance sampling techniques for emissive objects at all, as potentially every object could emit light ?

    P.S. I like PLM very much as well and am pretty excited about it...I am currently using it and it gives be decent result like in a minute which is amazing :)
     
  34. AcidArrow

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    Not sure what you mean?

    If it's an emissive material, it's emitting light, if it's emitting light, it's more important for the lighting of the scene than other surfaces.
     
  35. Vagabond_

    Vagabond_

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    A light object in general has some shape properties (sphere, rect or directional light which main property is a direction ) and an object could be any shape and size and all the objects in the scene can potentially emit light. By that i was only wondering if there is any algorithm which is able of sample properly objects which can be any shape...
    Probably there is, it is just me not familiar with it... That was just a thought !
     
    Last edited: Mar 28, 2017
  36. AcidArrow

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    I don't think it works that way.

    Depending on the algorithm, it means throw more rays towards that submesh, since that submesh emits light, so it effects the scene more than usual.
     
  37. KRGraphics

    KRGraphics

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    And I hope with the PL, sky lighting will get some love too... I usually have to try and eyeball sun placement...
     
  38. RockSPb

    RockSPb

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    Is it possible to solve problem with backfaces?
    Change Backface Tolerance and Pushoff don't give any effect(
     
  39. UnityLighting

    UnityLighting

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    you can solve this problem in 2 ways:
    1. Bake with higher sample Rays (Indirect and Direct Rays in lighting window) or with higher resolution
    2. Select target renderer and change lightmap scale (in MeshRenderer lighting settings)to high value (for example 100)

    If your model has been combined, you cannot use very high resolution in lightmap . You must slice it to more chunks your model and generate lightmap uvs again.
     
  40. RockSPb

    RockSPb

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    No it is not about quality, it is about artifacts appearing when light bouncing backface geometry.
     
  41. UnityLighting

    UnityLighting

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  42. RockSPb

    RockSPb

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    You do not read what I wrote.
    No any effect, man! And scaling to.
    It's terrible that the unity simply doesn"t use two-sided geometry mode into baking engine.
     
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  43. UnityLighting

    UnityLighting

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    If you want, send me your model to test it and find issues
     
  44. buttmatrix

    buttmatrix

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    C̶a̶n̶ ̶s̶o̶m̶e̶o̶n̶e̶ ̶e̶x̶p̶l̶a̶i̶n̶ ̶t̶o̶ ̶t̶h̶e̶ ̶r̶e̶l̶a̶t̶i̶o̶n̶s̶h̶i̶p̶ ̶b̶e̶t̶w̶e̶e̶n̶ ̶E̶n̶l̶i̶g̶h̶t̶e̶n̶ ̶(̶E̶)̶ ̶a̶n̶d̶ ̶t̶h̶e̶ ̶P̶r̶o̶g̶r̶e̶s̶s̶i̶v̶e̶ ̶L̶i̶g̶h̶t̶m̶a̶p̶p̶e̶r̶ ̶(̶P̶L̶M̶)̶?̶ ̶F̶o̶r̶ ̶e̶x̶a̶m̶p̶l̶e̶,̶ ̶I̶ ̶u̶n̶d̶e̶r̶s̶t̶a̶n̶d̶ ̶t̶h̶e̶ ̶P̶L̶M̶ ̶i̶s̶ ̶u̶s̶i̶n̶g̶ ̶m̶o̶n̶t̶e̶ ̶c̶a̶r̶l̶o̶ ̶p̶a̶t̶h̶t̶r̶a̶c̶i̶n̶g̶,̶ ̶b̶u̶t̶ ̶d̶o̶e̶s̶ ̶i̶t̶ ̶p̶i̶g̶g̶y̶b̶a̶c̶k̶ ̶o̶f̶f̶ ̶o̶f̶ ̶a̶n̶y̶ ̶E̶n̶l̶i̶g̶h̶t̶e̶n̶ ̶p̶r̶o̶c̶e̶s̶s̶e̶s̶,̶ ̶o̶r̶ ̶a̶r̶e̶ ̶t̶h̶e̶y̶ ̶c̶o̶m̶p̶l̶e̶t̶e̶l̶y̶ ̶d̶i̶s̶t̶i̶n̶c̶t̶ ̶i̶m̶p̶l̶e̶m̶e̶n̶t̶a̶t̶i̶o̶n̶s̶?̶

    EDIT: Seems to be, "No". Progressive Lightmapper uses PowerVR raytracer from Imagination Technologies. I'm a little blown away that Unity took the steps necessary to completely sidestep Enlighten.
     
    Last edited: Apr 17, 2017
  45. buttmatrix

    buttmatrix

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    For the first gif comparing PLM vs. E, in a separate thread you indicated that the Enlighten results were due to model scaling issues, and when corrected Enlighten produced a similar result.

    Is that the case here? If so, it would seem disingenuous to compare the two and perhaps better to show the Enlighten bake after the scale values were corrected.

    Or, is it the case that for both bakes the model scales value were in fact the same, and only Enlighten produced horrible results and required the scale values be corrected?
     
  46. AcidArrow

    AcidArrow

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    The progressive lightmapper right now is much easier to use and much more predictable. Both things that Enlighten really lacked in. It's not very fast though (yet?).

    A well set up enlighten scene, in a lot of cases, can be much faster to bake and look very similar.
     
  47. buttmatrix

    buttmatrix

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    The UV seams on that sphere are pretty bad. Do we have any other example scenes with primitive objects floating around?
     
  48. UnityLighting

    UnityLighting

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    Yes. Problem was model scaling in enlighten
     
  49. UnityLighting

    UnityLighting

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    The settings is not same
    Arnold.jpg Rove.jpg Unity.jpg
     
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  50. OP3NGL

    OP3NGL

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    pardon me, but anyone help me? i baked my scene using PLM, however whenever i load the scene or restart unity again, the lightmaps always got messed up.
    I have a base scene which contains my essential scripts which will load my baked additive scene into the game, & randomly will messed up the lightmaps. Reason why i didnt used enlighten to bake is because enlighten will take far too long to bake. Last tried to bake via enlighten took me 58hours however on PLM, took only 38mins.