Announcement

Collapse
No announcement yet.

UDK lightmapping problem, lightmaps generated with dark/black spots

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    UDK lightmapping problem, lightmaps generated with dark/black spots

    Hello,

    We've been struggling with a lightmapping problem for sometime trying to solve it various ways, the picture below describes the problem quite well:


    Uploaded with ImageShack.us

    Below is the log file from Lightmass:
    Code:
    2:57:06 PM: [Interface:TryOpenConnection] Local connection established
    2:57:06 PM: [Job] Accepted Job 0E56C68A-405C7D5E-79F61AAA-56ECE23B
    2:57:07 PM: [Job] Launched Job UnrealLightmass_2011-01-12_18-44-38_1108760-64bit.exe
    2:57:07 PM: [Job]     PID is 4456
    2:57:07 PM: [Job]     GUID is "0E56C68A-405C7D5E-79F61AAA-56ECE23B"
    2:57:07 PM: Log file created: UnrealLightmass_TA-PLAB052_6A69B741470F758772E34FA586305CA8.log
    2:57:07 PM: Lightmass WIN64 started on: TA-PLAB052. Command-line: "C:\UDK\UDK-2011-01\Binaries\SwarmCache\Jobs\Job-0E56C68A-405C7D5E-79F61AAA-56ECE23B\UnrealLightmass.exe" 0E56C68A405C7D5E79F61AAA56ECE23B -trisperleaf 4
    2:57:07 PM: Processing scene GUID: 0E56C68A405C7D5E79F61AAA56ECE23B with 8 threads
    2:57:07 PM: Building static lighting...
    2:57:07 PM: [Job] Found a parent connection for PID 4456
    2:57:07 PM: [Job]     1BA49D16 -> 17EF3823
    2:57:07 PM: [Interface:TryOpenConnection] Local connection established
    2:57:09 PM: Measured CPU frequency: 2.67 GHz
    2:57:09 PM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
    2:57:09 PM: Number of texture mappings: 811
    2:57:09 PM: Number of vertex mappings:  1288
    2:57:09 PM: Number of terrain mappings: 16
    2:57:09 PM: Number of fluid mappings:   0
    2:57:09 PM: Number of landscape mappings:   0
    2:57:09 PM: Number of SpeedTree mappings: 0
    2:57:09 PM: Number of BSP mappings:     0
    2:57:09 PM: Number of static mesh instance mappings: 2099
    2:57:09 PM: Number of SpeedTree mesh instance mappings: 0
    2:57:09 PM: Reserving memory for 2115 meshes, 940556 vertices, 755337 triangles
    2:57:09 PM: Scene surface area calculated at 47016.457 million units (17.603% of the estimated 267088.469 million units)
    2:57:09 PM: Importance volume surface area calculated at 2083.702 million units (48.138% of the estimated 4328.577 million units)
    2:57:10 PM: Building kDOP took  0.81 seconds.
    2:57:10 PM: Static lighting kDOP: 492128 nodes, 246065 leaves, 984260 triangles, 940524 vertices
    2:57:10 PM: Static lighting kDOP: 23.767% wasted space in leaves
    2:57:10 PM: kDopTree.Nodes        :    52.6Mb
    2:57:10 PM: kDopTree.SOATriangles :    67.6Mb
    2:57:10 PM: kDOPTriangles         :     0.0Mb
    2:57:10 PM: TrianglePayloads      :    22.9Mb
    2:57:10 PM: MeshInfos             :     0.0Mb
    2:57:10 PM: Vertices              :    14.4Mb
    2:57:10 PM: UVs                   :     7.2Mb
    2:57:10 PM: LightmapUVs           :     7.2Mb
    2:57:10 PM: Static lighting kDOP: 492128 nodes, 246065 leaves, 984260 triangles, 940524 vertices, 171.8 Mb
    2:57:10 PM: Processing...
    2:57:11 PM: EmitDirectPhotons complete, 0.791 million photons emitted in 0.9 seconds
    2:57:15 PM: EmitIndirectPhotons complete, 2.500 million photons emitted in 3.0 seconds
    2:57:15 PM: Marking Irradiance Photons complete, 0.453 million photons marked in 0.3 seconds
    2:57:23 PM: Caching Irradiance Photons complete, 2.417 million cache samples in 8.0 seconds
    2:57:24 PM: Calculate Irradiance Photons complete, 0.017 million irradiance calculations in 0.3 seconds
    2:58:50 PM: Lighting 10.2%
    3:00:08 PM: Lighting 20.1%
    3:02:15 PM: Lighting 30.1%
    3:02:53 PM: Lighting 40.1%
    3:03:22 PM: Lighting 50.0%
    3:03:38 PM: Lighting 60.0%
    3:03:50 PM: Lighting 70.2%
    3:04:38 PM: Lighting 80.2%
    3:05:53 PM: Lighting 90.1%
    3:08:04 PM: Lighting 100.0%
    3:08:04 PM: [Job] Job is a success!
    3:08:04 PM: [CloseConnection] Closing connection 1BA49D16 using handle 1BA49D16
    3:08:04 PM: [CloseConnection] Connection confirmed for disconnection 1BA49D16
    3:08:04 PM: [CloseConnection] Closing orphaned Job (0E56C68A-405C7D5E-79F61AAA-56ECE23B)
    3:08:04 PM: [CloseConnection] Orphaning local connection (1BA49D16 is the parent of 17EF3823)
    3:08:04 PM: [CloseConnection] Connection disconnected 1BA49D16
    3:08:04 PM: [GetMessage] Safely returning to 1BA49D16 with no message
    3:08:04 PM: 
    3:08:04 PM: 
    3:08:04 PM: Total Static Lighting time:  655.14 seconds, 8 threads
    3:08:04 PM:  0.2%     1.1s    Scene setup
    3:08:04 PM:  0.1%     0.9s    Emit Direct Photons
    3:08:04 PM:  0.2%     1.3s    Cache Indirect Photon Paths
    3:08:04 PM:  0.5%     3.0s    Emit Indirect Photons
    3:08:04 PM:  0.0%     0.3s    Mark 0.453 million Irradiance Photons
    3:08:04 PM:  1.2%     8.0s    Cache 2.417 million Irradiance Photon Samples on surfaces
    3:08:04 PM:  0.0%     0.3s    Calculate 0.017 million Irradiance Photons
    3:08:04 PM: 97.7%   640.1s    Lighting
    3:08:04 PM:  0.0%     0.3s    Unaccounted
    3:08:04 PM: 
    3:08:04 PM: 
    3:08:04 PM: 
    3:08:04 PM: Total Lighting thread seconds: 5120.13
    3:08:04 PM:  2.7%   137.2s    Texel and vertex setup
    3:08:04 PM: 49.7%  2543.4s    Direct lighting
    3:08:04 PM:      0.0%     0.0s    Area shadows with 10.416 million rays
    3:08:04 PM:      1.3%    66.5s    Signed distance field source sparse sampling
    3:08:04 PM:     37.9%  1940.4s    Signed distance field source refining sampling
    3:08:04 PM:      8.6%   439.8s    Signed distance field transition searching
    3:08:04 PM:      1.9%    96.7s    Unaccounted
    3:08:04 PM: 44.0%  2251.4s    Indirect lighting
    3:08:04 PM:      2.2%   113.6s    ImportancePhotonGatherTime
    3:08:04 PM:      0.4%    22.7s    CalculateImportanceSampleTime
    3:08:04 PM:     39.0%  1994.6s    FirstBounceRayTraceTime for 93.193 million rays
    3:08:04 PM:      0.5%    24.0s    CalculateExitantRadiance
    3:08:04 PM:      0.1%     5.3s    CausticPhotonGatherTime
    3:08:04 PM:      1.8%    91.3s    Unaccounted
    3:08:04 PM:  3.2%   163.0s    Final IrradianceCache Interpolation
    3:08:04 PM:  0.3%    13.0s    Dominant shadow map
    3:08:04 PM:  0.1%     2.6s    Volume Samples
    3:08:04 PM:  0.2%     9.5s    Unaccounted
    3:08:04 PM: 
    3:08:04 PM: 
    3:08:04 PM: Lighting Threaded processing efficiency 100.0%, 8.0 speedup with 8 threads
    3:08:04 PM: Traced 227.508 million first hit visibility rays for a total of 4034.6 thread seconds (0.056 million per thread second)
    3:08:04 PM: Traced 3.458 million boolean visibility rays for a total of 5.5 thread seconds (0.633 million per thread second)
    3:08:04 PM: Scene radius 145788.3, Importance bounds radius 18559.6
    3:08:04 PM: 2115 Mappings, 34.537 million Texels, 10.278 million mapped texels, 0.396 million Vertices, 0.626 million Vertex samples processed
    3:08:04 PM: 
    3:08:04 PM: 89.0% of Total Lighting thread seconds on Texture Mappings, 10.6% on Vertex Mappings, 0% on Volume Samples, 0% on Visibility, 0.4% Unaccounted
    3:08:04 PM: 1 Lights total, 1.0 Shadow rays per light sample on average
    3:08:04 PM: Signed distance field shadows: 6.3 average upsample factor, 10.278 million sparse source rays, 105.963 million refining source rays, 18.400 transition search scatters
    3:08:04 PM: 1506 Volume lighting samples, 43.9% placed on surfaces, 56.1% placed in the volume
    3:08:04 PM: 
    3:08:04 PM: 0.791 million first pass Photons Emitted (out of 0.758 million requested) to deposit 0.394 million Direct Photons and 10418 Indirect Photon Paths, efficiency of 49.86%
    3:08:04 PM: 2.500 million second pass Photons Emitted (out of 2.500 million requested) to deposit 0.118 million Indirect Photons and 0.000 million CausticPhotons, efficiency of 4.72%
    3:08:04 PM: 12.217 million Photon Gathers, 2.631 million Irradiance Photon Gathers
    3:08:04 PM: 7.208 million Importance Photons found, 89.491 million Importance Photon PDF calculations
    3:08:04 PM: 7.3%    Bounce 1 Irradiance cache miss rate (10.904 million lookups, 0.791 million misses)
    3:08:04 PM: 1085.6 Mb Peak Working Set
    3:08:04 PM: 
    3:08:04 PM: 
    3:08:04 PM: Lightmass on Perkele!: 10:57 min total, 2.05 sec importing, 1.10 sec setup, 13.9 sec photons, 10:40 min processing, 0 ms extra exporting [2115/2115 mappings]. Threads: 1:-3504:00 hours total, 1:-3516:59 hours processing.
    3:08:04 PM: Lighting complete [Startup = 2.05 sec, Lighting = 10:55 min]
    3:08:04 PM: [CloseConnection] Closing connection 17EF3823 using handle 17EF3823
    3:08:04 PM: [CloseConnection] Connection confirmed for disconnection 17EF3823
    3:08:04 PM: [CloseConnection] Connection disconnected 17EF3823
    3:08:04 PM: [GetMessage] Safely returning to 17EF3823 with no message
    3:08:04 PM: [MaintainConnections] Local connection has closed (17EF3823)
    3:08:04 PM: [MaintainConnections] Local connection has closed (1BA49D16)
    3:08:04 PM: [MaintainConnections] Removed connection 17EF3823
    3:08:04 PM: [MaintainConnections] Removed connection 1BA49D16
    3:08:04 PM: [MaintainConnections] All connections have closed
    UDK release is Jan-2011. Graphics card Nvidia 9800 and Ati radeon 5970 both fail same way. Importance volume seems to reduce the problem somewhat but still the black spots remain, lightmap resolution for terrain is 256. Same problem appears to affect all static meshes too. Can anyone give any pointers what to look at?

    #2
    At this point best thing to do is try a different build of udk. If that doesn't work it will at least rule out the engine as the cause. but as to your problem i haven't the slightest idea.

    Comment


      #3
      Originally posted by terranceklue View Post
      At this point best thing to do is try a different build of udk. If that doesn't work it will at least rule out the engine as the cause. but as to your problem i haven't the slightest idea.
      Well changing to May build, or March build didnt help at all. The same problem occurs when calculating the light. We managed to do new map with exactly same materials without the problem appearing so far, hope it stays so or we're screwed.

      Comment


        #4
        am new to udk ,but had that problem and solution was just to re render lights ,or try to make that part of terrain higher ,hope this helps somehow .

        Comment


          #5
          Adjusting the light-mass resolution somewhere might help, and perhaps reducing the light count if there are many. I have a similar error in my level at the moment.

          Comment

          Working...
          X