Lightmass Operation
for
Large Console Games
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Osamu Saito
SQUARE ENIX CO., LTD.
Environment Designer
Developing games
full of hopes and dreams
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Large Console Game
We encountered various
issues in the
following 3 areas
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Note:
This is not a “Success Story”
but rather a discussion of “ongoing” issues.
Because our team is still struggling to solve these issues,
our workflow may change in the future.
If you know of better approaches or methods,
Please let me know (right after this session).
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Let’s start with Game
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Recreation of a Lounge room
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Photo
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Unreal Engine4
PhotoDoes it seem like we got
the lighting right?
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Unreal Engine4
Photo
Bad Lighting
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Unreal Engine4
What’s the problem?
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Let’s add a moving object
and you will see.
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What is the cause? ?
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PLV
Precomputed Lighting Volume
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© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
These black dots
PLV(Precomputed Lighting Volume) is
indirect lighting data
which is generated in the space
when using Lightmass
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
PLV is used to
light dynamic objects.
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Errors in PLV
cause strange Lighting
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Since most games use dynamic meshes
You should pay attention to PLV when building lighting
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This is the cause of the lighting error in the
previous slide
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This
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Our team’s solution
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Re-examine
sampling method
Re-examine
lighting method
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Re-examine
sampling method
Re-examine
lighting method
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We reproduced the lighting error
with static lights
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Static Light and Emissive Light
are the most likely
causes of errors in PLV
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Static Light
Direct light stored in PLV
Emissive Light
Very poor PLV accuracy
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Emissive Light
Very poor PLV accuracy
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Static Light
Direct light stored in PLV
Therefore
Static Light
Direct light stored in PLV
Emissive Light
Very poor PLV accuracy
Our team decided
to limit their usage
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We decided to prohibit the use of
Both static light and Emissive light
with dynamic meshes.
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This is unfortunate,
But we have no choice
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Re-examine
sampling method
Re-examine
lighting method
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ILCQ Settings
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What is ILC?
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ILC Indirect Lighting Cache
Indirect lighting caches
are created
for each dynamic mesh
by referencing the PLV
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Point
Sampling: one point
(center of bounding box)
Volume
Sampling: 5×5×5 grid
(equal to bounding box size)
ILCQ
Indirect Lighting Cache Quality
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ILCQ
Indirect Lighting Cache Quality
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Point
Sampling: one point
(center of bounding box)
Volume
Sampling: 5×5×5 grid
(equal to bounding box size)
ILCQ set to “Point” causes errors
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But ILCQ set to “Volume” is ok
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As a result, draw cost goes up
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As PLV is referenced more, the draw cost increases so
Be careful
when using “Volume” for large, fast-moving objects!
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Let’s go back to the previous PLV error
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Static Light
Stopped direct light from
being stored in PLV
(our customization)
Emissive Light
Improved PLV accuracy
(From UE4.13 onwards,
PLV uses Adaptive Sampling)
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Let’s move on to
the next topic
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Console
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Console Development
always involves
strict limitations
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For example, Memory
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Texture pool of Unreal Engine is
1GB by default
1GB
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Equal to
4K texture x 50 sheets
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Out of this,
how much memory
can actually be used for lighting?
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200 MB (1/5)
About 10 4K sheets
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For this much area?
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No. For this much area!
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Our development team’s workaround
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Only
“BLUE”
is allowed for Lightmap Density
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How much resolution does Lightmap Density
“BLUE” represent?
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1m ≈ 5 pixels
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In extreme cases
we allow “GREEN”
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1m ≈ 20 pixels
How about
“RED”?
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No way!
1m ≈ 80 Pixels
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We ran into this...
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Completely red map was checked in
due to incorrect settings
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4GB in Lightmaps alone
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Too big to be stored in texture pool
Failed to visualize due to error
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Overly large files
caused
server access errors
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This upset some people...
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If uploaded file size exceeds 1 GB,
our system would send a warning e-mail
1GB
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So...
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What if we use “BLUE”?
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So many Lightmap errors
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Intersection errors / UV seam errors
Padding errors / UV grid errors
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Creating appropriate Lightmap UVs
helps to reduce errors
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We had to compromise
to some extent
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Folige lightmap error
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Column Lightmap error
Intersection error
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If you know of better solutions,
please let us know.
We welcome your advice
or suggestions.
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One more difficult topic
Though we said 200MB for this scale...
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We actually need to reduce it more
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Assuming
we have 30 maps at this size...
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Lightmaps alone are
200MB×30 = 6GB
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This accounts for more than
1/4 of a Blu-ray disk
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That’s too much
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Today’s last topc
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Large
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In my opinion,
this is the most difficult issue
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Large project = A large number of people
involved
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Large project = A large number of people
involved
= simultaneous work
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Large project = A large number of people
involved
= simultaneous work
= Number of people working on lighting
goes into double digits
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Various methods
Different preferences
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For consistency,
We needed a standard
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We chose
“Illuminance-based Lighting”
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What is Illuminance?
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“In photometry, illuminance is the total luminous
flux incident on a surface, per unit area. It is a
measure of how much the incident light illuminates
the surface, wavelength-weighted by the luminosity
function to correlate with human brightness
perception. Similarly, luminous emittance is the
luminous flux per unit area emitted from a surface.
Luminous emittance is also known as luminous
exitance.”
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“In SI derived units these are measured in lux (lx) or lumens per square
metre (cd·sr·m−2). In the CGS system, the unit of illuminance is
the phot, which is equal to 10000 lux. The foot-candle is a non-metric
unit of illuminance that is used in photography.
Illuminance was formerly often called brightness, but this leads to
confusion with other uses of the word, such as to mean luminance.
"Brightness" should never be used for quantitative description, but only
for nonquantitative references to physiological sensations and
perceptions of light.
The human eye is capable of seeing somewhat more than a 2 trillion-
fold range: The presence of white objects is somewhat discernible
under starlight, at 5×10−5 lux, while at the bright end, it is possible to
read large text at 108 lux, or about 1000 times that of direct sunlight,
although this can be very uncomfortable and cause long-
lasting afterimages.”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Excerpt from Wikipedia
https://en.wikipedia.org/wiki/Illuminance
“It is an index literally for measure of how much the incident light
illuminates the object and used to indicate brightness. If the lit object is
not vertical to the ray as shown in right image, illuminance of the lit
object decreases, so in order to interporate this. The difference
between illuminance and light flux is how to consider the dimension of
the lit object. For example, a book which is closer is darker than the
book which is far away. This phenomane is reffere to as low
illuminance. This is why lux is used to indicate how much the light
illuminates the surface of a desk While candela is used as a unit for an
electric light which is a light source.
The brightness per unit perceived by eyes does not depend on
distance but is directly proportional to illuminance of the object.
However, the brightness per unit perceived by eyes attenuates as the
object gets further if dimension is too small even for the object with
same dimension and illuminance.
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Extraction form Wikipedia
https: //ja.wikipedia.org/wiki/%E7%85%A7%E5%BA%A6
In other words, “Brightness”
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Illuminance is a unit of human
“brightness perception”
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Sunny
100,000 Lux
Cloudy
5,000 Lux
Office
500 Lux
Underground
Parking
30 Lux
Street light
5 Lux
Moon light
0.1 Lux
Why use “Illuminance”?
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We were often asked:
“What is the sun’s intensity
in terms of a directional light?”
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.... I have no idea
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How could we find the answer to this?
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This brought us to
“Illuminance”
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UE4 uses
various intensity standards for
the 4 respective light types
Unknown value
Unknown value
Lumens
Looks like lumens but
actually unknown value
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“Illuminance” is not affected by
the type of light source
because it is a unit for received light
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Using “Illuminance”,
the intensity of the sun can be
calculated for either a
Point light or Directional light
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Using “Illuminance”
allows lighting in one standard
regardless of light type or material
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Now let’s calculate the brightness of
the sun
in terms of Directional light
intensity
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This part might be a bit boring
but...
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First, create a perfectly diffuse surface
by placing a plane with the following settings:
BaseColor=1.0 Roughness=1.0
Metal=0.0 Specular=0.0
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Then
place a Point light 1m above the surface
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Increase intensity until the L value
in HDRVisualize mode reaches 1.0
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At this point, the Lumen value of
the Point light is about 1966 lm
1966/4π ≈ 156.45lx
L value of 1.0 is equal to illuminance of
about 156 lx
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Next, place a Directional light
pointing directly downwards
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We get an L value of 1.0
when the intensity is about 3.15
So a Directional light with intensity of 3.15
corresponds to Illluminance of about 156 lx
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Illuminance on a sunny day is 100,000 Lux
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Sunny
100,000 Lux
Cloudy
5,000 Lux
Office
500 Lux
Underground
Parking
30 Lux
Street light
5 Lux
Moon light
0.1 Lux
100000/156*3.14 ≈ 2012.8
is the Illuminance value of a Directional Light
for a sunny day
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2012.8
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Adjust Exposure as necessary
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“illuminance” is a standard
which can be applied to
different light types
Unknown value
Unknown value
Lumen
Looks like lumens,
but Unknown value Illuminance
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Using “Illuminance” as a standard
makes it easier to use the real world
as a reference
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Our team measured illuminance and IBL at
regular intervals from sunrise to high noon
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We gathered data on
Sun elevation, sun elevation angle, color
temperature, light volume, and IBL
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Lighting environment of each time period was
reproduced on UE4 and checked for accuracy...
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We built a standardized light rig
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This allowed us to standardize the
various lighting methods and
approaches that were being used
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Initial lighting design cost
was reduced
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However
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Using “Illuminance” as a
standard
caused some errors
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16 bit limitation
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UE4 GBuffer is limited to
16 bits per channel
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Maximum value of 16 bit is “65535”
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What happens if we use our previous
2012.8 value Directional Light to light
a sphere with Roughness set at 0.0?
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Scene color brightness is blown out
at the highlight point shown above
Infinity!
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Conversely, with the value set to 0.001,
debug view and gizmo display are blown out
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“Illuminance” as a standard
=
“Reality” as a standard
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HDR data of the real world
is too big for 16 bit
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What should we do?
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Are there better lighting workflows?
Please let us know. We are happy to
hear your suggestions.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Wrap up
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Large
CS
Game
Watch out for lighting on dynamic
objects!
Save us, Shinoyama-san!
Limitations are very strict
Somebody please help us with light bake errors!
We are proud of creating our
Illuminance standard!
But the Gizmo burns our eyes ;)
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Thank you for listening to
our presentation
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Please feel free to ask
questions
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
UnrealEngine4 is a trade mark or a registered trade mark of Epic
Games.
PARAGON is a trade mark or a registered trade mark of Epic Games.
Blu-ray is a trade mark or a registered trade mark of Blu-ray Disc
Association.
Any other company names and product names used in this document
are trade marks or registered trade marks of the individual companies.

UE4 Lightmass for Large Console Games (UE4 Lightmass Deep Dive)

  • 1.
    Lightmass Operation for Large ConsoleGames © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 2.
    Osamu Saito SQUARE ENIXCO., LTD. Environment Designer Developing games full of hopes and dreams © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 3.
    Large Console Game Weencountered various issues in the following 3 areas © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 4.
    Note: This is nota “Success Story” but rather a discussion of “ongoing” issues. Because our team is still struggling to solve these issues, our workflow may change in the future. If you know of better approaches or methods, Please let me know (right after this session). © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 5.
    Let’s start withGame © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 6.
    © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 7.
    Recreation of aLounge room © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 8.
    Photo © 2016 SQUAREENIX CO., LTD. All Rights Reserved. Unreal Engine4
  • 9.
    PhotoDoes it seemlike we got the lighting right? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Unreal Engine4
  • 10.
    Photo Bad Lighting © 2016SQUARE ENIX CO., LTD. All Rights Reserved. Unreal Engine4
  • 11.
    What’s the problem? ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 12.
    Let’s add amoving object and you will see. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 13.
    © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 14.
    What is thecause? ? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 15.
    PLV Precomputed Lighting Volume ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 16.
    © 2016 SQUAREENIX CO., LTD. All Rights Reserved. These black dots
  • 17.
    PLV(Precomputed Lighting Volume)is indirect lighting data which is generated in the space when using Lightmass © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 18.
    PLV is usedto light dynamic objects. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 19.
    Errors in PLV causestrange Lighting © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 20.
    Since most gamesuse dynamic meshes You should pay attention to PLV when building lighting © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 21.
    This is thecause of the lighting error in the previous slide © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 22.
    This © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 23.
    Our team’s solution ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 24.
    Re-examine sampling method Re-examine lighting method ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 25.
    Re-examine sampling method Re-examine lighting method ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 26.
    We reproduced thelighting error with static lights © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 27.
    Static Light andEmissive Light are the most likely causes of errors in PLV © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 28.
    Static Light Direct lightstored in PLV Emissive Light Very poor PLV accuracy © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 29.
    Emissive Light Very poorPLV accuracy © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Static Light Direct light stored in PLV Therefore
  • 30.
    Static Light Direct lightstored in PLV Emissive Light Very poor PLV accuracy Our team decided to limit their usage © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 31.
    We decided toprohibit the use of Both static light and Emissive light with dynamic meshes. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 32.
    This is unfortunate, Butwe have no choice © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 33.
    Re-examine sampling method Re-examine lighting method ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 34.
    ILCQ Settings © 2016SQUARE ENIX CO., LTD. All Rights Reserved.
  • 35.
    What is ILC? ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 36.
    ILC Indirect LightingCache Indirect lighting caches are created for each dynamic mesh by referencing the PLV © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 37.
    Point Sampling: one point (centerof bounding box) Volume Sampling: 5×5×5 grid (equal to bounding box size) ILCQ Indirect Lighting Cache Quality © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 38.
    ILCQ Indirect Lighting CacheQuality © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Point Sampling: one point (center of bounding box) Volume Sampling: 5×5×5 grid (equal to bounding box size)
  • 39.
    ILCQ set to“Point” causes errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 40.
    But ILCQ setto “Volume” is ok © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 41.
    © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 42.
    As a result,draw cost goes up © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 43.
    As PLV isreferenced more, the draw cost increases so Be careful when using “Volume” for large, fast-moving objects! © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 44.
    Let’s go backto the previous PLV error © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 45.
    Static Light Stopped directlight from being stored in PLV (our customization) Emissive Light Improved PLV accuracy (From UE4.13 onwards, PLV uses Adaptive Sampling) © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 46.
    Let’s move onto the next topic © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 47.
    Console © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 48.
    Console Development always involves strictlimitations © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 49.
    For example, Memory ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 50.
    Texture pool ofUnreal Engine is 1GB by default 1GB © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 51.
    Equal to 4K texturex 50 sheets © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 52.
    Out of this, howmuch memory can actually be used for lighting? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 53.
    200 MB (1/5) About10 4K sheets © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 54.
    For this mucharea? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 55.
    No. For thismuch area! © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 56.
    Our development team’sworkaround © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 57.
    Only “BLUE” is allowed forLightmap Density © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 58.
    How much resolutiondoes Lightmap Density “BLUE” represent? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 59.
    1m ≈ 5pixels © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 60.
    © 2016 SQUAREENIX CO., LTD. All Rights Reserved. In extreme cases we allow “GREEN”
  • 61.
    © 2016 SQUAREENIX CO., LTD. All Rights Reserved. 1m ≈ 20 pixels
  • 62.
    How about “RED”? © 2016SQUARE ENIX CO., LTD. All Rights Reserved.
  • 63.
    No way! 1m ≈80 Pixels © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 64.
    We ran intothis... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 65.
    Completely red mapwas checked in due to incorrect settings © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 66.
    4GB in Lightmapsalone © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 67.
    Too big tobe stored in texture pool Failed to visualize due to error © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 68.
    Overly large files caused serveraccess errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 69.
    This upset somepeople... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 70.
    If uploaded filesize exceeds 1 GB, our system would send a warning e-mail 1GB © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 71.
    So... © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 72.
    What if weuse “BLUE”? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 73.
    So many Lightmaperrors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 74.
    Intersection errors /UV seam errors Padding errors / UV grid errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 75.
    Creating appropriate LightmapUVs helps to reduce errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 76.
    We had tocompromise to some extent © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 77.
    Folige lightmap error ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 78.
    Column Lightmap error Intersectionerror © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 79.
    If you knowof better solutions, please let us know. We welcome your advice or suggestions. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 80.
    © 2016 SQUAREENIX CO., LTD. All Rights Reserved. One more difficult topic
  • 81.
    Though we said200MB for this scale... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 82.
    We actually needto reduce it more © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 83.
    Assuming we have 30maps at this size... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 84.
    Lightmaps alone are 200MB×30= 6GB © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 85.
    This accounts formore than 1/4 of a Blu-ray disk © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 86.
    That’s too much ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 87.
    Today’s last topc ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 88.
    Large © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 89.
    In my opinion, thisis the most difficult issue © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 90.
    Large project =A large number of people involved © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 91.
    Large project =A large number of people involved = simultaneous work © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 92.
    Large project =A large number of people involved = simultaneous work = Number of people working on lighting goes into double digits © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 93.
    Various methods Different preferences ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 94.
    For consistency, We neededa standard © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 95.
    We chose “Illuminance-based Lighting” ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 96.
    What is Illuminance? ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 97.
    “In photometry, illuminanceis the total luminous flux incident on a surface, per unit area. It is a measure of how much the incident light illuminates the surface, wavelength-weighted by the luminosity function to correlate with human brightness perception. Similarly, luminous emittance is the luminous flux per unit area emitted from a surface. Luminous emittance is also known as luminous exitance.” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 98.
    “In SI derivedunits these are measured in lux (lx) or lumens per square metre (cd·sr·m−2). In the CGS system, the unit of illuminance is the phot, which is equal to 10000 lux. The foot-candle is a non-metric unit of illuminance that is used in photography. Illuminance was formerly often called brightness, but this leads to confusion with other uses of the word, such as to mean luminance. "Brightness" should never be used for quantitative description, but only for nonquantitative references to physiological sensations and perceptions of light. The human eye is capable of seeing somewhat more than a 2 trillion- fold range: The presence of white objects is somewhat discernible under starlight, at 5×10−5 lux, while at the bright end, it is possible to read large text at 108 lux, or about 1000 times that of direct sunlight, although this can be very uncomfortable and cause long- lasting afterimages.” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Excerpt from Wikipedia https://en.wikipedia.org/wiki/Illuminance
  • 99.
    “It is anindex literally for measure of how much the incident light illuminates the object and used to indicate brightness. If the lit object is not vertical to the ray as shown in right image, illuminance of the lit object decreases, so in order to interporate this. The difference between illuminance and light flux is how to consider the dimension of the lit object. For example, a book which is closer is darker than the book which is far away. This phenomane is reffere to as low illuminance. This is why lux is used to indicate how much the light illuminates the surface of a desk While candela is used as a unit for an electric light which is a light source. The brightness per unit perceived by eyes does not depend on distance but is directly proportional to illuminance of the object. However, the brightness per unit perceived by eyes attenuates as the object gets further if dimension is too small even for the object with same dimension and illuminance. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Extraction form Wikipedia https: //ja.wikipedia.org/wiki/%E7%85%A7%E5%BA%A6
  • 100.
    In other words,“Brightness” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 101.
    Illuminance is aunit of human “brightness perception” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Sunny 100,000 Lux Cloudy 5,000 Lux Office 500 Lux Underground Parking 30 Lux Street light 5 Lux Moon light 0.1 Lux
  • 102.
    Why use “Illuminance”? ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 103.
    We were oftenasked: “What is the sun’s intensity in terms of a directional light?” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 104.
    .... I haveno idea © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 105.
    How could wefind the answer to this? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 106.
    This brought usto “Illuminance” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 107.
    UE4 uses various intensitystandards for the 4 respective light types Unknown value Unknown value Lumens Looks like lumens but actually unknown value © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 108.
    “Illuminance” is notaffected by the type of light source because it is a unit for received light © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 109.
    Using “Illuminance”, the intensityof the sun can be calculated for either a Point light or Directional light © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 110.
    Using “Illuminance” allows lightingin one standard regardless of light type or material © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 111.
    Now let’s calculatethe brightness of the sun in terms of Directional light intensity © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 112.
    This part mightbe a bit boring but... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 113.
    First, create aperfectly diffuse surface by placing a plane with the following settings: BaseColor=1.0 Roughness=1.0 Metal=0.0 Specular=0.0 © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 114.
    Then place a Pointlight 1m above the surface © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 115.
    Increase intensity untilthe L value in HDRVisualize mode reaches 1.0 © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 116.
    At this point,the Lumen value of the Point light is about 1966 lm 1966/4π ≈ 156.45lx L value of 1.0 is equal to illuminance of about 156 lx © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 117.
    Next, place aDirectional light pointing directly downwards © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 118.
    We get anL value of 1.0 when the intensity is about 3.15 So a Directional light with intensity of 3.15 corresponds to Illluminance of about 156 lx © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 119.
    Illuminance on asunny day is 100,000 Lux © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Sunny 100,000 Lux Cloudy 5,000 Lux Office 500 Lux Underground Parking 30 Lux Street light 5 Lux Moon light 0.1 Lux
  • 120.
    100000/156*3.14 ≈ 2012.8 isthe Illuminance value of a Directional Light for a sunny day © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 121.
    2012.8 © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 122.
    Adjust Exposure asnecessary © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 123.
    “illuminance” is astandard which can be applied to different light types Unknown value Unknown value Lumen Looks like lumens, but Unknown value Illuminance © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 124.
    Using “Illuminance” asa standard makes it easier to use the real world as a reference © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 125.
    Our team measuredilluminance and IBL at regular intervals from sunrise to high noon © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 126.
    We gathered dataon Sun elevation, sun elevation angle, color temperature, light volume, and IBL © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 127.
    Lighting environment ofeach time period was reproduced on UE4 and checked for accuracy... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 128.
    We built astandardized light rig © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 129.
    This allowed usto standardize the various lighting methods and approaches that were being used © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 130.
    Initial lighting designcost was reduced © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 131.
    However © 2016 SQUAREENIX CO., LTD. All Rights Reserved.
  • 132.
    Using “Illuminance” asa standard caused some errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 133.
    16 bit limitation ©2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 134.
    UE4 GBuffer islimited to 16 bits per channel © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 135.
    Maximum value of16 bit is “65535” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 136.
    What happens ifwe use our previous 2012.8 value Directional Light to light a sphere with Roughness set at 0.0? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 137.
    Scene color brightnessis blown out at the highlight point shown above Infinity! © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 138.
    Conversely, with thevalue set to 0.001, debug view and gizmo display are blown out © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 139.
    “Illuminance” as astandard = “Reality” as a standard © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 140.
    HDR data ofthe real world is too big for 16 bit © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 141.
    What should wedo? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 142.
    Are there betterlighting workflows? Please let us know. We are happy to hear your suggestions. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 143.
    Wrap up © 2016SQUARE ENIX CO., LTD. All Rights Reserved.
  • 144.
    Large CS Game Watch out forlighting on dynamic objects! Save us, Shinoyama-san! Limitations are very strict Somebody please help us with light bake errors! We are proud of creating our Illuminance standard! But the Gizmo burns our eyes ;) © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 145.
    Thank you forlistening to our presentation © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 146.
    Please feel freeto ask questions © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. UnrealEngine4 is a trade mark or a registered trade mark of Epic Games. PARAGON is a trade mark or a registered trade mark of Epic Games. Blu-ray is a trade mark or a registered trade mark of Blu-ray Disc Association. Any other company names and product names used in this document are trade marks or registered trade marks of the individual companies.