UE5 Can we Still Bake Lights? and more importantly Should we?

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  • čas přidán 5. 06. 2022
  • 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
  • Krátké a kreslené filmy

Komentáře • 137

  • @user-jd5xg7np6y
    @user-jd5xg7np6y Před 10 měsíci +5

    Really cleared a lot of doubts around lights in general. Thanks.

  • @crazyguy7585
    @crazyguy7585 Před 7 měsíci +1

    wow that's amazing thanks a lot for this amazing tutorial its make my game super smooth.

  • @brazelabs8451
    @brazelabs8451 Před 8 měsíci +30

    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.

  • @vfxRodrigo
    @vfxRodrigo Před rokem +1

    thanks for the utorial i was looking for something like this, thanks from Brazil.

  • @OriginRow
    @OriginRow Před rokem +4

    Just subscribed after seeing this video. Thank you for that.
    I am speechless 😶

    • @GUMLIVES
      @GUMLIVES  Před rokem +2

      Thank you for the subscription!

  • @JibreelProductions
    @JibreelProductions Před 5 měsíci

    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

  • @iggorr25
    @iggorr25 Před 5 měsíci

    Very cool :) THX for the video :) I would also like to know if I should BAKE or use LUMEN if I want to export an Arcviz scene for mobile... ?

  • @dcosta7120
    @dcosta7120 Před měsícem +1

    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

  • @snowboyken
    @snowboyken Před 2 lety +7

    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.

    • @GUMLIVES
      @GUMLIVES  Před rokem

      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: czcams.com/users/postUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx

  • @JeanBaptisteCouche
    @JeanBaptisteCouche Před 3 měsíci

    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 ?

  • @tientam5496
    @tientam5496 Před rokem +1

    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.

    • @jadtarekhaddad
      @jadtarekhaddad Před 3 měsíci +1

      Hi, I have the same exact question. Have you figured it out? If so I would love to hear about it, thanks!

  • @Athanor3d
    @Athanor3d Před rokem +13

    VR still needs good-old baking! No Lumen in VR just yet so it seems...

    • @GUMLIVES
      @GUMLIVES  Před rokem +2

      YEs, for now...

    • @brazelabs8451
      @brazelabs8451 Před 8 měsíci

      Agreed. Lumen still kills VR performance. Convert to baking and you get smooth performance.

    • @maarten176
      @maarten176 Před 4 měsíci +2

      Lumen is fun for personal projects:) but a actual production no

  • @ZAKarchitects
    @ZAKarchitects Před rokem +1

    Thank you so much.. This what i was searching about for long time and wondering why baking light doesn't work with nanite..

    • @GUMLIVES
      @GUMLIVES  Před rokem

      I bet I wanted to say Lumen.

  • @user-gb8ov3fs7s
    @user-gb8ov3fs7s Před 7 měsíci +1

    HI sir. great tutorial. When i use ultra dynamic sky system will be the same to do or ?

  • @pwhv
    @pwhv Před rokem +1

    beautiful and well explained, helped so much, subscribing!

  • @ohwhatworld5851
    @ohwhatworld5851 Před rokem +8

    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?

    • @GUMLIVES
      @GUMLIVES  Před rokem +2

      Ohh, is heavens from earth. from 10fps to 120.

  • @Mac_Daffy
    @Mac_Daffy Před rokem +2

    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.

    • @GUMLIVES
      @GUMLIVES  Před rokem +1

      Pathtracer its nearly ready to be used for Lightmass, it may be too little too late.

    • @Mac_Daffy
      @Mac_Daffy Před rokem

      UE Pathtracer will work with multiple GPUs then?

  • @dalewyatt230
    @dalewyatt230 Před rokem +1

    Great video! Can I bake my lighting and turn off my lights but then turn Lumen back on for the real-time reflections?

  • @Thinksee3d
    @Thinksee3d Před 2 lety +6

    Another useful video, very clear and precise thanks. If you want to put your scene in VR I guess baked lights is the way forward?

  • @emotionamusic
    @emotionamusic Před 6 měsíci

    Good stuff

  • @paladin995893
    @paladin995893 Před rokem

    Much needed🎉🎉🎉

  • @jbach
    @jbach Před rokem +4

    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

    • @GUMLIVES
      @GUMLIVES  Před rokem +3

      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.

    • @maxb4101
      @maxb4101 Před rokem

      @@GUMLIVES wath would be the comand to turn raytracing back on? "raytracing 1"?

  • @arkalexx
    @arkalexx Před 7 měsíci

    Nice, but if I'm still doinging changes in my enviremment, moving object and changing textures I thing I have to rebake

  • @DaysVFX
    @DaysVFX Před rokem +1

    Lumen baking would be so good. Can't wait.

    • @maymayman0
      @maymayman0 Před 4 měsíci +1

      Whats the point of baking real-time GI when you can just bake lighting better than real time quality though 🤔

    • @khalhorik
      @khalhorik Před 3 měsíci +1

      @@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.

  • @dangerousbobstudioLLC
    @dangerousbobstudioLLC Před rokem +1

    Epic: Beyhold our amazing Lumen! It looks amazing, but it's so heavy you'll never get a chance to use it.

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Why so heavy? I have a modest rig and it runs pretty well.

    • @metushelach8
      @metushelach8 Před 4 měsíci

      It doesn't go to 90 fps unless you have a 2000$ Graphics card. @@GUMLIVES

  • @martinnorlin1739
    @martinnorlin1739 Před rokem +1

    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!

    • @GUMLIVES
      @GUMLIVES  Před rokem +3

      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.

  • @edgarprotsko1558
    @edgarprotsko1558 Před rokem +2

    Lumen is heavy and laggy vs baked easy and fast but you must have good lightmap texture channel on each model in each lod

    • @GUMLIVES
      @GUMLIVES  Před rokem +1

      Lumen got awesomely fast in 5.1, test it!

  • @Constantinesis
    @Constantinesis Před rokem +1

    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
      @GUMLIVES  Před rokem

      Sorry its not possible, even when you get access to the atlas baked textures the atlas UVs are inaccessible. Sorry.

    • @Constantinesis
      @Constantinesis Před rokem +1

      ​​@@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.

  • @RomasNoreika
    @RomasNoreika Před rokem

    Thank you good Sir.

  • @OGPatriot03
    @OGPatriot03 Před rokem +5

    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.

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Yes, true!

    • @Itsme-wt2gu
      @Itsme-wt2gu Před rokem

      Does the bake will require a rtx gpu for player using it?

    • @adultdeleted
      @adultdeleted Před rokem

      @@Itsme-wt2gu the point of baking is that the lighting is baked to UVs...

  • @faceman2271
    @faceman2271 Před 4 měsíci +1

    how do you guys get the performance tab on top right hand side!!?

    • @leitberkley
      @leitberkley Před 4 měsíci

      Yes. I also want to know this!

  • @HussinKhan
    @HussinKhan Před rokem

    Thank you this is what I wanted to know! 😊

    • @GUMLIVES
      @GUMLIVES  Před rokem +1

      You are welcome!

    • @OGPatriot03
      @OGPatriot03 Před rokem +1

      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)

  • @ValenQpr
    @ValenQpr Před rokem +1

    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?

    • @GUMLIVES
      @GUMLIVES  Před rokem +1

      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.

  • @melomaniakjm
    @melomaniakjm Před rokem +2

    So I guess for VR best performance accross GPUs it's best to bake, even though Lumen now works in VR?

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Depending on the complexity and how much can you optimize, but yes, baking is still the way to go in VR.

  • @danielcogollodiaz7493
    @danielcogollodiaz7493 Před rokem +5

    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?

  • @soulsalivedev9793
    @soulsalivedev9793 Před 2 lety +3

    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

    • @GUMLIVES
      @GUMLIVES  Před 2 lety +2

      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.

    • @soulsalivedev9793
      @soulsalivedev9793 Před 2 lety

      @@GUMLIVES Thanks a lot fornyour answer. I love your content, I always learn something useful. Please, dont stop doing them. Cheers

  • @mrlightwriter
    @mrlightwriter Před rokem +1

    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?

    • @GUMLIVES
      @GUMLIVES  Před rokem +1

      Yes, check that the PPV is set to unbound and that it is enabled. The PPV should be able to override any project settings atribute.

    • @mrlightwriter
      @mrlightwriter Před rokem

      @@GUMLIVES Thanks for the info!

  • @Sparkles1290
    @Sparkles1290 Před rokem +1

    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

    • @SolarTara
      @SolarTara Před rokem +4

      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)

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Yes!

    • @GUMLIVES
      @GUMLIVES  Před rokem

      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: czcams.com/users/postUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx

  • @washerr1942
    @washerr1942 Před rokem

    this is excellent tutorial

  • @jecosci
    @jecosci Před 2 lety

    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)

    • @gothicanimeangel96
      @gothicanimeangel96 Před rokem

      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.

    • @GUMLIVES
      @GUMLIVES  Před rokem

      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: czcams.com/users/postUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx

  • @JasonAdank
    @JasonAdank Před rokem +1

    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

    • @maxb4101
      @maxb4101 Před rokem +1

      i have the same issue

    • @GUMLIVES
      @GUMLIVES  Před rokem

      @@maxb4101 Have you build your reflections?

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Remember to build or rebuild your reflections from the build top menu list.

    • @JasonAdank
      @JasonAdank Před rokem

      @@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...

  • @user-ym6gt8zz4v
    @user-ym6gt8zz4v Před rokem +1

    Gpu baking only works with rtx cards. I have to use cpu baking 😩

  • @JavadRezaii
    @JavadRezaii Před rokem

    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)

    • @OGPatriot03
      @OGPatriot03 Před rokem +1

      If you're on UE 5.1 make sure you using Nvidia driver 522.25, anything more recent than that suffers from major baking artifacts.

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Yes. Am still using August Nvidia driver version.

  • @matiascasag
    @matiascasag Před rokem

    Can Lumen be used for light baking?

    • @GUMLIVES
      @GUMLIVES  Před rokem +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).

  • @OriginRow
    @OriginRow Před rokem

    Does baked lighting from GPU lightmass works for mobile devices?

    • @GUMLIVES
      @GUMLIVES  Před rokem +1

      They do, it only changes how you make the actual Light Textures but from there on the workflow is just the same, only faster.

  • @saeedzamani1503
    @saeedzamani1503 Před 11 měsíci +2

    wonder what is the point of using lumen and nanite when they destroy performance

    • @Fallen_Ninja
      @Fallen_Ninja Před 9 měsíci +1

      Real time and better dev experience.

  • @mathajar9563
    @mathajar9563 Před rokem +2

    so for game is better to do this?instead of lumen?\

  • @hyrumusic
    @hyrumusic Před 2 měsíci

    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?

    • @Dyako_010
      @Dyako_010 Před měsícem

      6000 series and above supported

  • @daniel6sharma
    @daniel6sharma Před rokem

    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?

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Have you try setting up that light as a stationary light?

    • @OGPatriot03
      @OGPatriot03 Před rokem +2

      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

  • @GameOVER-nv3fd
    @GameOVER-nv3fd Před 2 lety +1

    is it ue 5.02? or its github version?

  • @juancarlospaco
    @juancarlospaco Před rokem +1

    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???.

  • @JibreelProductions
    @JibreelProductions Před 5 měsíci

    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.

  • @IstyManame
    @IstyManame Před rokem +3

    what's your rig?

    • @GUMLIVES
      @GUMLIVES  Před rokem +2

      For now, AMD Ryzen 5 3600X 6-Core Processor 4.25 GHz, 32.0 GB RAM, Nvidia 3060 12GB VRAM. One better is on its way!

  • @3jsjeosn
    @3jsjeosn Před 11 měsíci +2

    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???

    • @flotto7045
      @flotto7045 Před 7 měsíci +1

      Why even bother and not bake raytraced lights at that point tho?

  • @Ilya_Yatsko
    @Ilya_Yatsko Před 4 měsíci +1

    My scene turns black after baking no matter what I do. All the settings are the same as yours.

    • @bobye6978
      @bobye6978 Před 2 měsíci

      I have the same problem. You have to unable lumen related settings. Give it a try.

  • @BernhardRieder1
    @BernhardRieder1 Před rokem +3

    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

    • @GUMLIVES
      @GUMLIVES  Před rokem +1

      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: czcams.com/users/postUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx

  • @itscoldcoldwinter
    @itscoldcoldwinter Před rokem +1

    can we make it to bake with gpu not cpu

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Hello, the GPU Lightmass uses GPU to bake the lights, not the CPU. Is a separated plugin from the regular CPU Lightmass.

  • @SolarTara
    @SolarTara Před rokem +3

    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.

    • @Alexander_S_K
      @Alexander_S_K Před rokem +1

      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).

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Maybe I meant Lumen, my mistake.

  • @vivektrivedi8086
    @vivektrivedi8086 Před rokem +1

    U r god bro

  •  Před rokem

    You know.

    • @OGPatriot03
      @OGPatriot03 Před rokem

      You know to use Nvidia driver version 522.25 and nothing newer as of this comment because the latest drivers break GPU lightmass results on UE 5.1

    • @GUMLIVES
      @GUMLIVES  Před rokem

      Yeas, latest Nvidia drivers make Unreal not too happy.

    • @GUMLIVES
      @GUMLIVES  Před rokem

      No, YOU KNOW!

    •  Před rokem

      @@GUMLIVES You no, you know no you.

  • @cexatvpsre2402
    @cexatvpsre2402 Před rokem +1

    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

    • @GUMLIVES
      @GUMLIVES  Před rokem

      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.