Live FX Documentation
  • 📚Getting Started
    • Introduction
      • Feature Comparison
      • Download & Install
      • Settings
        • System Settings
          • Custom Commands
          • Advanced
        • User Settings
        • Video IO Settings
          • Black Magic Troubleshooting
      • Helpful Shortcuts
        • Construct Shortcuts
        • Player Shortcuts
        • Viewport Shortcuts
        • ColorFX Shortcuts
        • Stage Lights Shortcuts
    • The Basics
      • Project Settings
      • Change Shot Framerate and Resolution
      • Change the Shot Length
      • Timecode
      • Working with Layers
      • General Tips
    • Helpful Links
    • First Time Start-Up
    • User Interface
  • ⚡Quickstart Example Projects
    • Simple Video Playback
    • Green Screen with 360 Background
    • LED Wall - Projection Mapping
    • LED Wall - Without Projection Mapping
    • Packaged Unreal Engine project Example
  • 📼Video Playback
    • Video-IO Settings
    • Playback h.264 files
    • Import Media and Maintain Folder Structure
  • 🎥Camera Tracking
    • Camera and Lens Calibration
    • Camera Trackers
      • REtracker Bliss
      • ZEISS CinCraft Scenario
      • MoSys
      • Stype
      • OptiTrack
      • HTC Mars Camtrack
      • Free D
      • iPhone Apps
    • How to apply camera tracking to a layer, image, or mask
    • How to manually adjust camera tracking speed and delay
    • How to delay the Inner Frustum
    • How to apply FIZ (Zoom and Focus) from Camera Tracking
  • Motion Control
    • Mark Roberts Motion Control (MRMC)
    • Motorized Precision
    • eMotimo
    • SISU
  • 🟩Green Screen Workflow
    • Qualifiers
    • Green Screen with Set Extension Workflow
    • Working with Ultimatte
  • 📺LED Workflow
    • Setting up an LED Wall
      • Set Up Nvidia Mosaic
      • Nvidia Multi-GPU Configuration
    • Stage Manager
    • How to make the inner frustum green
    • Switcher Node
    • Tips when using Projection Mapping
    • Using HDR
    • Projection Mapping Tutorials
      • Part 1: General Introduction to Projection Mapping
      • Part 2: : Projection Mapping - Media Types & Projection Models
      • Part 3: Projection Mapping on multiple walls
      • Part 4: Projection Mapping with Unreal Engine
      • Part 5: Set Extensions
  • 💡Lighting
    • Getting started with Image Based Lighting
    • Lighting Brands
      • Aputure
      • Creamsource
      • Kino Flo
        • Mimik 120
        • Freestyle
      • Prolycht
      • Quasar Science
    • How to Sample Multiple Video Sources through Videowall
    • Rec2020 Example Project
      • Megapixel HELIOS settings for Mimik
      • Blackmagic UltraStudio 4k Mini Settings
      • Setup Display Colorspace
      • Video IO Settings
      • Create and Set up your Project
      • Create and set up your Shot
      • Fix Jitter
  • 🎮Unreal Engine
    • Known Issues with Live FX <> Unreal
    • Set up Unreal Engine with Live FX
    • Play your Unreal Engine scene as a Game
    • How to Package an Unreal Engine Project for Live FX
      • Command Line Arguments
      • Before You Package
    • Unreal Web Remote Control (Optional)
    • Control UE through OSC
    • Take Recorder
    • Working with Sequencer
    • Unreal Optimization
      • Console Commands / Command Line Arguments
      • List of all Console Variables and Commands
        • Scalability Groups Console Variables
        • Renderer Console Variables
      • Baking Light
      • DLSS
  • ©️Cuebric Workflow
    • Projection Mapping with Cuebric Files
    • Non-Projection Mapping with Cuebric
  • 🧊2.5d Workflow
    • Projection Mapping 2.5d Workflow
    • Non-Projection Mapping 2.5d Workflow
  • 🖥️Multi-Computer Workflows
    • Sync Players
    • Sync Projects across Multiple Nodes
  • 🌅Live Looks - Live Grade LED Walls
    • How to Purchase and Install Live Looks
    • How to set up Live Looks with Brompton
    • Live Grading with Live Looks
  • 🗃️Compositing
    • Working with the Alpha Channel
    • Re-Map EXR channels
    • Working with Mattes
    • Opacity and Blend Modes
  • 🆘General Troubleshooting
    • 📰Licensing the Software
    • 🕙Dealing with Delay
    • 🖥️Networking Tips
    • ❓Frequently Asked Questions (FAQs)
      • Does Live FX support Unreal 5.3?
      • Why won't Live FX open when I have a second monitor hooked up?
      • How do I switch the toolset from Live FX to Scratch?
      • Where is the record button?
      • Why is my image dark (or why are my colors wrong)?
      • How do I close Live FX?
      • How do I minimize Live FX?
      • What is SCRATCH? What is Assimilate? Are they the same thing as Live FX?
      • How do I change the mouse from moving in circles to left/right?
    • Stuttering Playback
  • 📘User Guide (Old)
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On this page
  • GPU Lightmass
  • Project settings
  • Set up your lights
  • Set up your Objects
  • Baking
  • Tips and Troubleshooting
  • References
  1. Unreal Engine
  2. Unreal Optimization

Baking Light

PreviousRenderer Console VariablesNextDLSS

Last updated 1 year ago

Light baking is an excellent way to improve performance, but it is somewhat of a balancing act to make everything work correctly. Here are a few tips up front:

  • Use GPU Lightmass Plugin

  • If you have moveable objects in your scene, set them to movable and lighting to stationary (not static)

GPU Lightmass

Project settings

  1. Go to Edit>Plugins. Search for GPU Lightmass and Enable

  2. Go to Edit>Project Settings. Search Hardware Raytracing and Enable Use Hardware Ray Tracing when available and Support Hardware Ray Tracing.

  3. Also in Project Settings, search Virtual Texture and check Enable Virtual Texture Support. MAKE SURE TO ENABLE VIRTUAL TEXTURE LIGHTMAPS AS WELL.

  4. Also in Project Settings, search Global Illumination and change to None.

  5. Probably not needed, but you can also go to your post-process volume and change your Global Illumination to None and Reflections to None.

  6. Restart your project.

Set up your lights

You will want to go through all of your lights and environment lighting and determine if you want them to be static or stationary. If unsure, just use Stationary.

You may want to set your Skylight to Real Time Capture.

I will change these point lights to Stationary as well.

Set up your Objects

You need to determine which objects in your scene need to be set to Static, Stationary, or Moveable.

Examples

Static Objects

Will not move at runtime at all.

Buildings

Stationary Objects

Objects might need to move but are not always moving.

Props that may be moved at runtime

Movable Objects

Objects need to move constantly.

Animated Cars

Baking

Go to Build>GPU Lightmass to open the window.

In the GPU Lightmass tab, uncheck "Viewport Realtime is OFF".

Click on Build Lighting at the top left of the GPU Lightmass window.

Tips and Troubleshooting

You can change your Lighting Quality by going to Build>Lighting Quality

You should check your Lightmap Density and Resolution Adjustment by going to Build>Lighting Info

With static lighting, especially where you have very large objects, like the ground, you may need to click on the object, search for "Lightmaps", and override the Light Map Res to be much much larger.

References

Here are a few video references that have been helpful for us:

If you cannot turn of Viewport Realtime is off from this menu, go to the Viewport Options at the top left of the viewport and there will be something that says "Disable Realtime Override".

Baked RTX Lighting in Unreal Engine 5

UE5 Can we still Bake Light?

🎮
https://youtu.be/2VY-ZBWM5-M?si=HYBETr4aIFUh5lUV
https://www.youtube.com/watch?v=Tx-PNbKmLPU