Description

Expectations: The samples should only surround the lightmass importance volumes. 

Imagine if we build a 8K*8K map with lightmap importance volume at the corners of the map, even using stream levels(because VLM can not be streamed now) the build data only for VLM would be around 10M*8*8*8=5120M!which even only contain the lowest level of VLM

 

This issue is similar to this one other than using two small Lightmap importance volume instead of a big one

https://forums.unrealengine.com/development-discussion/rendering/1394082-volumetric-lightmap-samples-bug-reproduce-able

 

Steps to Reproduce
  • New a empty level
  • Put  two Lightmap Importance volume with default size(200*200*200) into the level
  • Place one at world location of (0.0.0), the other at world location of (100000.0.0)
  • Built lighting

There's a huge mount of samples filled in to a huge cubic bounds that encompasses the two lightmass importance volumes

Check the output log see LogVolumetricLightmapImport:      Indirection Texture 128x128x128 = 8.0Mb

Save the map, the build data is about 10M

Show those samples in viewport like this

  [Image Removed]

 

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There's no existing public thread on this issue, so head over toAnswerHub just mention UE-76613 in the post.

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Fixed
ComponentRendering - Ray Tracing
Affects Versions4.22.0
Target Fix4.24
Fix Commit8096805
CreatedJun 20, 2019
ResolvedAug 19, 2019
UpdatedAug 19, 2019